quads | : calendar : The infrastructure deployment time machine | Continuous Deployment library

 by   redhat-performance Python Version: v1.1.7 License: GPL-3.0

kandi X-RAY | quads Summary

kandi X-RAY | quads Summary

quads is a Python library typically used in Devops, Continuous Deployment, Ansible, Docker applications. quads has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. However quads build file is not available. You can download it from GitHub.

Documentation for setting up and using QUADS is available in detail within this repository.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              quads has a low active ecosystem.
              It has 77 star(s) with 33 fork(s). There are 18 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 89 open issues and 339 have been closed. On average issues are closed in 122 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of quads is v1.1.7

            kandi-Quality Quality

              quads has 0 bugs and 0 code smells.

            kandi-Security Security

              quads has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              quads code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              quads is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              quads releases are available to install and integrate.
              quads has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions, examples and code snippets are available.
              It has 5977 lines of code, 260 functions and 47 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed quads and discovered the below as its top functions. This is intended to give you an instant insight into quads implemented functionality, and help decide if they suit your requirements.
            • Move the host to new cloud
            • Boot a device
            • Check if a device exists
            • Boot a device to a given type
            • Verify that the cloud and host is the same
            • Set port
            • Execute a command
            • Connect to switch
            • Get firmware inventory
            • Update user password
            • Add a row to the table
            • Create a message
            • List network interfaces
            • Create a future message
            • Resets BIOS
            • Remove extraneous interfaces
            • Find the Manager s Manager resource
            • Generate a list of hosts
            • Prints the cloud summary
            • Make a json file from the given file
            • Initialize a badfish server
            • Produce a report of the details
            • Prepare VLAN data
            • Find the system resource
            • Calculate the percentage of available builds
            • Validate environment
            Get all kandi verified functions for this library.

            quads Key Features

            No Key Features are available at this moment for quads.

            quads Examples and Code Snippets

            No Code Snippets are available at this moment for quads.

            Community Discussions

            QUESTION

            Directx how to account for alpha blending in depth test
            Asked 2022-Apr-02 at 13:41

            I am trying to implement a simple way to render particles in my toy app. I'm rendering billboarding quads with alpha blending, but this causes a problem with the depth stenciling where parts of the quad that are fully transparent are still obscuring the particles behind them, since they fail depth test. The result looks like this:

            This is the way I've setup my pipeline:

            ...

            ANSWER

            Answered 2022-Apr-02 at 13:41

            I figured it out eventually. In short there is no automatic way to handle this. A simple implementation is to draw opaque objects first while writing to depth buffer, then draw transparents with only depth test, without writing to depth stencil. Transparents should be sorted by depth and rendered from farthest to closest to view point.

            Follow up to previous images:

            Source https://stackoverflow.com/questions/71716305

            QUESTION

            How can I fix this? " HEAP CORRUPTION DETECTED after normal block.. CRT detected that the application wrote to memory after end of heap buffer "
            Asked 2022-Apr-01 at 00:09

            I had a program working good (without prompting errors) using references, but I decided to use a pointer-to-pointer array allocated on virtual memory, because I can use a variable as the size of the array.

            The error prompts when I break the while (m_Window.isOpen()) loop, in other words when I close the game window and the game is finished. I have noticed that the program breaks when I try to erase the virtual memory in the Engine::cleanVirtualMemory() function. I have noticed that it is there because I have put two flags (cout << "running1" << endl; and cout << "running2" << endl) and I can show just the first flag.

            Then it prompts a window with the following message:

            HEAP CORRUPTION DETECTED after normal block.. CRT detected that the application wrote to memory after end of heap buffer

            main.cpp

            ...

            ANSWER

            Answered 2022-Mar-31 at 23:53

            Let's take a look at the declaration of the Engine class.

            Source https://stackoverflow.com/questions/71700055

            QUESTION

            How to rotate two separate objects with key input in python opengl
            Asked 2022-Feb-02 at 20:11

            I want to draw two rectangles that serve as "robot arms". These should be able to rotate separately around their own axis. The rectangles should lie at the origin of the coordinate system. With the keys 'a' and 'd' the green arm shall be rotated to the left and right, and with the keys 'w' and 's' the blue arm shall be rotated to the left and right. Here is a visual representation of how it should rotate: rotating robot arms

            I have already drawn both rectangles and can also move them with the keys. However, I can't get the rotation right. I can't rotate the rectangles separately, they always rotate at the same time and also not around their own axis. Does anyone know how I can do this and what is missing in my code? I have only found questions about how to rotate individual objects, but never two separate objects in one window. (especially not for python + opengl)

            Here's my code so far:

            ...

            ANSWER

            Answered 2022-Feb-02 at 20:11

            QUESTION

            OpenGL depth testing and blending not working simultaniously
            Asked 2022-Jan-19 at 16:51

            I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.

            To get "round" particles, I create a small float-array like this:

            ...

            ANSWER

            Answered 2022-Jan-19 at 16:51

            You're in a special case where your fragments are either fully opaque or fully transparent, so it's possible to get depth-testing and blending to work at the same time. The actual problem is, that for depth testing even a fully transparent fragment will store it's depth value. You can prevent the writing by explicitly discarding the fragment in the shader. Something like:

            Source https://stackoverflow.com/questions/70774419

            QUESTION

            trying to graph a mathematical function using a sf::vertexArray that contains sf::Quads, but my quads do not display correctly
            Asked 2022-Jan-14 at 17:23

            In my constructor I have:

            ...

            ANSWER

            Answered 2022-Jan-14 at 17:23

            From the documentation:

            The 4 points of each quad must be defined consistently, either in clockwise or counter-clockwise order.

            The ordering of your points do not satisfy this requirement.

            Swapping your first two coordinates would fix this.

            Alternately, swapping the last two coordinates would also fix this.

            Source https://stackoverflow.com/questions/70714289

            QUESTION

            Updating one of several variables depending on user input in python
            Asked 2022-Jan-07 at 12:27

            I'm writing my first proper project in python outside of CodeWars katas and problem exercises in my book, and it is designed to calculate the total weekly volume per muscle group of an exercise program.

            What I have written is a large dictionary called bodypart where key = exercise name (i.e. bench press) and value = primary muscle group (i.e. chest).

            The program then asks users to enter an exercise and number of sets with the following code:

            ...

            ANSWER

            Answered 2022-Jan-07 at 12:27

            You can use a dictionary to achieve the behavior you want

            Here's a small code snippet -

            Source https://stackoverflow.com/questions/70620934

            QUESTION

            How to color the face of a cube object drawn with Opentk
            Asked 2021-Dec-16 at 18:27

            I am trying to color the faces of a cube object I have drawn here with opentk. I have registered a method that lets me listen on keyboard key presses to color a face with a specified color. Currently the cube object is drawn with a white color that it is impossible to know the shape of the cube against a black window background. I have checked the official documentation of opengl and they suggest that in order to color a face of a cube, you need to invoke the function gl.color3(float red, float green, float blue) on the instance. The code that to draw the object is here, is it possible to color the face of the object when a keyboard key is pressed. Here is my code

            ...

            ANSWER

            Answered 2021-Dec-11 at 19:55

            You must specify the color before drawing the quad. Define a color for each of the 6 sides. (This colors are just examples):

            Source https://stackoverflow.com/questions/70318459

            QUESTION

            Fastest way to draw filled quad/triangle with the SDL2 renderer?
            Asked 2021-Dec-13 at 21:20

            I have a game written using SDL2, and the SDL2 renderer (hardware accelerated) for drawing. Is there a trick to draw filled quads or triangles?

            At the moment I'm filling them by just drawing lots of lines (SDL_Drawlines), but the performance stinks.

            I don't want to go into OpenGL.

            ...

            ANSWER

            Answered 2021-Oct-05 at 09:52

            Not possible. SDL2 does not include a full-fledged rendering engine.

            Some options:

            • You could adopt Skia (the graphics library used in Chrome, among ohters) and then either stick with a software renderer, or instantiate an OpenGL context and use the hardware backend.

            • You could use another 2D drawing library such as Raylib

            • Or just bite the bullet and draw your triangles using OpenGL.

            Source https://stackoverflow.com/questions/69447778

            QUESTION

            Which method inside GameWindow do we override to draw an object with OpenTk?
            Asked 2021-Dec-11 at 10:47

            Problem

            I am doing a video game environment design research and I happened to start with the basics of OpenGL with OpenTk-The C# variant of OpenGL. I got code to draw a cube object in my GameWindow with OpenTk from this site. I override the method OnLoad for my GameWindow object and I call the method to draw the cube but nothing happens, the code draws the GameWindow and NativeWIndow without any Graphical Object.

            Expectations

            I expected the code to draw a cube inside the GameWindow Object.

            Code Applied

            ...

            ANSWER

            Answered 2021-Dec-11 at 10:47

            You must implement the OnUpdateFrame event callback. You also need to call Context.SwapBuffers(); to update the display:

            Source https://stackoverflow.com/questions/70313648

            QUESTION

            Apply mesh color or mesh color32 and render it for procedural generation
            Asked 2021-Nov-22 at 19:19

            I am here cause I have a problem with my project.

            Actually I want to create an unicolor cube named voxel. I have created 6 quads for building a cube and there's the result:

            My fabulous cube with no texture or color

            During this creation, I give to my quad a color with mesh.color. But it doesn't affect the quad color, nor take the color.

            I try to follow the documentations below for the mesh color:

            https://docs.unity3d.com/ScriptReference/Mesh-colors.html

            https://docs.unity3d.com/ScriptReference/Mesh-colors32.html

            So my question is: how can I use color or color32 on my mesh for create a cube with color ?

            You can look my code here:

            ...

            ANSWER

            Answered 2021-Nov-22 at 19:19

            Unity doesn't know what to do with vertex colors without a shader to handle them, and Unity uses the material of the mesh to determine which shader to use.

            So, you will need to assign a material to your meshrenderer with a shader appropriate for your needs.

            You can either write your own shader which uses the vertex colors and assign that to your material, or you can use a builtin shader which does that already, such as the default or diffuse sprite shaders.

            If you write your own shader you could write one which does not make use of a texture, and only uses the vertex colors to determine the albedo, as well as other customizations.

            However you decide to create your shader & material, once you have your material, you could add a [SerializeField] voxelMat; field to your World, assign your material to it in the inspector, then use renderer.material = voxelMat; to assign it.

            Source https://stackoverflow.com/questions/70070364

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

            Vulnerabilities

            No vulnerabilities reported

            Install quads

            Documentation for setting up and using QUADS is available in detail within this repository.
            Documentation for setting up and using QUADS is available in detail within this repository.
            Below is a high-level overview of a greenfield setup, some of this may exist already for you.

            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 .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/redhat-performance/quads.git

          • CLI

            gh repo clone redhat-performance/quads

          • sshUrl

            git@github.com:redhat-performance/quads.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Consider Popular Continuous Deployment Libraries

            Try Top Libraries by redhat-performance

            tuned

            by redhat-performancePython

            docker-dpdk

            by redhat-performanceShell

            badfish

            by redhat-performancePython

            ops-tools

            by redhat-performanceHTML

            docker-performance

            by redhat-performancePython