backpedal | It 's like os.walk , but backwards ... and on a bicycle
kandi X-RAY | backpedal Summary
kandi X-RAY | backpedal Summary
It's like os.walk(), but backwards... and on a bicycle. The primary use case for backpedal is finding files from within your current directory, and/or parent(s). For example, both Vagrant and Fabric support running from nested sub-directories within a project while loading their associated Vagrantfile or fabfile.py from the root (parent) project directory by searching from the current directory and upward.
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Top functions reviewed by kandi - BETA
- Find files matching the given path .
- Yield directories and files in the root directory
- Backward up a directory .
- Return True if path is ignored .
- Return an absolute path .
- Logs a message
backpedal Key Features
backpedal Examples and Code Snippets
$ cd example/
$ python example.py
------------------------------------------------------------------------------
Find the first matching file starting from `.`
------------------------------------------------------------------------------
+++ BACKP
import backpedal
### find a file from current dir, up through all the parents
res = backpedal.find('Vagrantfile')
### find a file or directory, and filter with ignore
res = backpedal.find('README', item_type='both', ignore=['(.*)\.git(.*)'])
$ make dev
|> cement <| src #
$ docker-compose up -d
$ docker-compose exec cement /bin/bash
Community Discussions
Trending Discussions on backpedal
QUESTION
This post will be quite long, if you are a mongo god and you want to help me anyway, I thank you from the bottom of my heart. I try to be as exaustive as possible, with all the data I collected.
I'm experiencing some strange behaviour in my MongoDD database, and I'm questionning mongodb's write order.
I have logged bugs, that only happen at the time of the execution, that made me think that we have a timming problem here, but the requesting is so slow, that I don't understand how It can happen in suck conditions
Starting points:
- All ObjectIds are auto-given by mongo, I never set them on my side
- This objectId is indexed (obviously) and unique
- I use the timestamp in those requests ids to query the DB, using this request:
ANSWER
Answered 2019-Jul-15 at 00:03Mongo is self assigning the Ids, so I expect that when the ID ObjectId("5d285cf7856cda0266215c77") is stored in base, all the IDs with a older timestamp are stored safe in the base already. ==> No backpedaling
Mongo _ids
are ObjectIds
which are:
- a 4-byte value representing the seconds since the Unix epoch,
- a 5-byte random value, and
- a 3-byte counter, starting with a random value.
These are often generated in application driver code (on the server that's sending data to mongo).
This means that:
- Network delays can create out of order records
- Application servers with clock drift can create out of order records
- 5 byte random values don't necessarily move forward within the same second (which can create out of order records, even if mongo is assigning the _ids)
- NTP updates can create out of order records (even on mongo -- it doesn't do any smearing when updating the clock)
- Leap seconds can create out of order records
If you take a look at the _ids that you shared, the first 4 bytes (8 characters) of 5d285cf77f6482027108c15d
& 5d285cf7856cda0266215c77
(5d285cf7
) both share the same timestamp because they happened in the same second after the epoch.
QUESTION
Hey,
I wanted to know that I am using an API, That API gives me the news in JSON format. Now I am making a Website that will have all those news. I cannot parse this JSON DATA, This is the URL that contains this data. JSON LINK
...ANSWER
Answered 2018-Jun-05 at 17:53$jsons
is not an array, but an object. What you want is $jsons->articles[0]
.
QUESTION
I have 3D scene, with bay I can walk in first person, and planet seen from the window, taking all view. How should I draw planet, so it will display correctly?
My bay dimensions are 10x10x7. And I run into three options, all with drawbacks:
Just hang radius=8 planet near the window. Well, it is perceived like hung out cheese, when I look at the window and press forward or backpedal, I see it scaling. Worst
Make two scenes and two cameras, one for bay, second for planet. Looks best, but only if I do not turn. If I turn, it is clearly visible that planet is just a skybox background
Natural way. Place planet in a thousands units away, with thousands units radius. Just can't make my so called "engine" to get this working. Clipping planes and depth buffer problems are just top of the iceberg. Should I?
ANSWER
Answered 2017-Feb-06 at 14:27In many ways, your problem has the same requirements as Skyboxes. So, you could read up a bit on how they work and apply a solution based on that. For example:
You always want to render the planet first, so that it ends up behind everything else. This enables you to place it nearby (and so avoid z-clipping).
You want it to always appear at the same distance from the player. To achieve this you can apply the technique found here: http://ogldev.atspace.co.uk/www/tutorial25/tutorial25.html They have a custom vertex shader that replaces the z-value, so it doesn't scale. I'm sure you can find other ways if you don't want to use a shader.
Edit: I think the most naive method would be to offset the position of the planet by the players position each frame. Combined with 1. the planet would appear to be stationary and yet far away.
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