photon | Minimal Linux container host | Continuous Deployment library

 by   vmware Python Version: 5.0-GA License: Non-SPDX

kandi X-RAY | photon Summary

kandi X-RAY | photon Summary

photon is a Python library typically used in Financial Services, Banks, Payments, Devops, Continuous Deployment applications. photon has no bugs, it has no vulnerabilities and it has high support. However photon build file is not available and it has a Non-SPDX License. You can download it from GitHub.

Photon OS is an open source Linux container host optimized for cloud-native applications, cloud platforms, and VMware infrastructure. Photon OS provides a secure run-time environment for efficiently running containers. Some of the key highlights of Photon OS are:. For an overview of Photon OS, see
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            kandi-support Support

              photon has a highly active ecosystem.
              It has 2832 star(s) with 701 fork(s). There are 193 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 164 open issues and 721 have been closed. On average issues are closed in 39 days. There are 11 open pull requests and 0 closed requests.
              It has a positive sentiment in the developer community.
              The latest version of photon is 5.0-GA

            kandi-Quality Quality

              photon has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              photon has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              photon releases are available to install and integrate.
              photon has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are available. Examples and code snippets are not available.
              photon saves you 5213 person hours of effort in developing the same functionality from scratch.
              It has 11049 lines of code, 699 functions and 85 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed photon and discovered the below as its top functions. This is intended to give you an instant insight into photon implemented functionality, and help decide if they suit your requirements.
            • Create an oov image
            • Download a single file from sources
            • Try to find a file
            • Download a file
            • Parse the specfile
            • Check if the given line is a valid definition
            • Return True if the given line is a buildrequires native
            • Remove all staged RPMs for incremental build
            • Calculate the dependencies of a given type
            • Create an output artifact
            • Generate a compressed file
            • Generate yaml files for given packages
            • Create a logger
            • Process environment build params
            • Create a container
            • Create the ISO
            • Set Iso
            • Build sources list
            • Build srpm list
            • Updates the Package implementation
            • Process the input value
            • Sets the scheduler parameters
            • Get a logger
            • Build docker images
            • Reads the spec files and maps them to them
            • Sets the default config dictionary
            • Start the thread
            • Check all the files in the current project
            Get all kandi verified functions for this library.

            photon Key Features

            No Key Features are available at this moment for photon.

            photon Examples and Code Snippets

            MQTT-TLS for Photon, Spark Core,Example
            C++dot img1Lines of Code : 100dot img1License : Non-SPDX (NOASSERTION)
            copy iconCopy
            
            #include "MQTT-TLS.h"
            
            void callback(char* topic, byte* payload, unsigned int length);
            
            #define LET_ENCRYPT_CA_PEM                                              \
            "-----BEGIN CERTIFICATE----- \r\n"                                      \
            "MIIFjTCCA3Wg  
            gatsby-starter-photon,CSS Grid
            CSSdot img2Lines of Code : 11dot img2License : Non-SPDX (NOASSERTION)
            copy iconCopy
            
                
                    

            Adipiscing a commodo ante nunc accumsan et interdum mi ante adipiscing. A nunc lobortis non nisl amet vis sed volutpat aclacus nascetur ac non. Lorem curae et ante amet sapien sed tempus adipiscing id accumsan.

            Monte Carlo Ray Tracer,Scene Format,Photon Map
            C++dot img3Lines of Code : 7dot img3License : Permissive (MIT)
            copy iconCopy
            "photon_map": {
              "emissions": 1e6,
              "caustic_factor": 100.0,
              "k_nearest_photons": 50,
              "max_photons_per_octree_leaf": 200,
              "direct_visualization": false
            }
              

            Community Discussions

            QUESTION

            Room's custom properties don't get updated | Photon PUN2 | Unity
            Asked 2022-Apr-09 at 10:27

            I have a system where a player can create a room and then other players can join that room. At any point the master client can change scenes for everyone in the room and they can start playing but other players can still join the room and will instantly get their scenes synced.
            However I would like to show the players that are choosing a room to join whether or not the game in that room has already begun. I decided to do that by using the customproperties of a room to save an integer which can be either 0 (players are still waiting) or 1 (players are in game). I set the custom properties after getting a callback on the master client that the room was created, however the custom properties don't change after I use SetCustomProperties.

            ...

            ANSWER

            Answered 2022-Apr-08 at 15:04

            You are creating an empty hashtable, so it doesn't contains the key "inGame". You need to add it first before accessing it using roomProps["inGame"] = 0;

            You can add keys like that :

            ExitGames.Client.Photon.Hashtable roomProps = new ExitGames.Client.Photon.Hashtable() { {"inGame", 0} };

            or

            roomProps.Add("inGame", 0);

            Source https://stackoverflow.com/questions/71797110

            QUESTION

            Input for currency not treating 0 like other numbers after decimal
            Asked 2022-Mar-29 at 19:14

            I'm make a react application that takes an input that should be shown to two decimal places. When the default input has a one number after the decimal, it should add a second number with a 0 after it. It also lets me add infinite amounts of "0"s, but caps any other number at 2 decimal places.

            Two different problems pictured:

            Case 1. This is how the input looks when first loaded. The preferred display would be 1.60 (two decimal places)

            Case 2. Current behavior allows the user to add infinite 0s (any other number it caps at 2 decimal places). Expected behavior should cap all numbers including 0s at 2 decimal places.

            ...

            ANSWER

            Answered 2022-Mar-29 at 17:07

            I dont know how you are initializing the first load but you can use UseEffect() to fix the decimal place issue like you mentioned.

            For the infinite decimal places...

            onChange is an event that is already happen, you might want to try changing from onChange to onKeyDown or onKeyPress and in your code you can add e.preventDefault() to stop number from being entered

            Source https://stackoverflow.com/questions/71665933

            QUESTION

            does'nt join the room || Photon Pun
            Asked 2022-Mar-29 at 07:45

            I am recently working on my multiplayer game Using Unity3d and Photon PUN2;

            I want to make a system where player clicks the button to join the room if it is not avilabe then create;

            When staringt the game from two players (parrelSync) from p1 it just make a room normal (because in starting no rooms are available)

            form p2 it does not join the room

            here is the code

            ...

            ANSWER

            Answered 2022-Mar-25 at 06:10

            PhotonNetwork.CurrentRoom returns the room which you are currently in, which will always be null in your case.

            Instead of checking for PhotonNetwork.CurrentRoom just use PhotonNetwork.JoinRoom and also override the OnJoinRoomFailed() which will be called when we attempt to join the room with roomID which does not exist yet, and in it just create new room.

            Something like following would work

            Source https://stackoverflow.com/questions/71602785

            QUESTION

            Unity UI Text Value Only Updates In Editor Game Mode
            Asked 2022-Mar-24 at 18:42

            I am making a 2D game in Unity and am using a Text element to tell players whose turn it is and to keep track of the GameState and player turns. In the Unity game mode the text value is changed to the expected value but this is not the case for the actual build. These values are described later down in the post with images.

            I have spent the last 2 days reading through forums and praying for a fix through trial and error but this has not been successful. This UI element used to work perfectly fine and I am not receiving any NullReference errors which led me to believe it was a Unity issue so I have tried:

            • Updating my editor version
            • Using TextMesh Pro Text
            • Re-adding my menu manager script
            • Changing the text value in different ways instead of GetChildrenInComponent
            • Disabling features I had added since this UI feature
            • Messing around with my hierarchy

            This is my MenuManager Script. This question mainly refers to my text element which is a child of the public GameObject turnInfo variable and the ShowTurnInfo() function called in Update() located near the bottom of the script.

            ...

            ANSWER

            Answered 2022-Mar-24 at 18:42

            I have now fixed this issue. The steps I took were:

            1. Deleted and recreated my TurnInfo UI. The only difference I made was not setting an initial Text value through the inspector.
            2. Transferred my code relating to turnInfo and put it in a separate script called TurnManager and attatched this to another empty GameObject.
            3. I set an initial value for the Text in Start() and separated some of my code.

            This is how my script looks now:

            Source https://stackoverflow.com/questions/71606710

            QUESTION

            Joining a channel on Agora (Unity/iOS) makes in-game music almost inaudible
            Asked 2022-Mar-22 at 14:07

            I'm trying to integrate Agora voice SDK in a multiplayer project (built using Photon). The level has loads of 3D spacial audio setup and a background music that is properly audible. The moment I join a voice channel, all the in-game audio levels drop drastically. The voice chat volume itself sounds fine however. And this happens only on actual device(iOS), not on Unity editor.

            I tried reproducing this issue in the HelloUnity3D sample scene that comes with the SDK. No code change. Simply added an audio source in the scene with a music clip. Seems to be happening there as well.

            Is this expected? How do I keep Agora from modifying other audio sources?

            Unity version:2020.3.28f1. Agora SDK version: 3.5.0.70

            ...

            ANSWER

            Answered 2022-Mar-14 at 10:38

            This answer about audio ducking with the Agora SDK is likely what you're after. You might have to add some iOS specific code to your project to achieve it:

            https://stackoverflow.com/a/62840934/2156765

            Source https://stackoverflow.com/questions/71438700

            QUESTION

            Character selection and uploading characters to the scene with photon pun2
            Asked 2022-Mar-18 at 02:15

            I'm trying to develop a 3D multiplayer game with Unity. I don't know much about Photon, there are similar questions to the one I'm going to ask, but I still haven't found a solution. I will be glad if you help. I have two scenes named "menu" and "game". In the menu scene, users make character selection after authenticating with playfab. After completing the selection, they connect to the lobby and set up a room and load the game scene. So far everything is successful. However, when the game scene is loaded, I have difficulty loading the characters selected by the users into the scene.

            Here is the code file where I make the users choose their characters:

            ...

            ANSWER

            Answered 2022-Mar-18 at 02:15

            Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.

            Source https://stackoverflow.com/questions/71516468

            QUESTION

            How to install "com.unity.Mono.nuget.mono-cecil" package to Unity project
            Asked 2022-Mar-15 at 08:49

            I was working on starting some work with Photon engine, and ne dependancy was the unity package version of Cecil. There is an API reference to it, but I cannot find it in the package manager or anywhere online. Can someone help me figure this out, I have only really used unity for around 3 years and I am very new to this engine.

            Edit: I am using Unity v2021.1.5, if that is relevant

            Thanks!

            ...

            ANSWER

            Answered 2022-Mar-15 at 08:49

            I think you are rather referring to com.unity.nuget.mono-cecil.

            As this is a package link you (try to) can install it into your project even if it is not appearing in the Package Manager.

            In the Package Manager Window simply click the Add package from git URL ... and enter

            Source https://stackoverflow.com/questions/71475862

            QUESTION

            How to fix "Cannot implicitly convert type 'void' to 'UnityEngine.AsyncOperation"?
            Asked 2022-Jan-27 at 08:28

            I've tried adapting the usual single-player loading bar code to one that'll work for multiplayer using PHOTON. Below is the code I've tried.

            ...

            ANSWER

            Answered 2022-Jan-27 at 08:28

            You can not assign PhotonNetwork.LoadLevel to AsyncOperation. So, you need to use

            Source https://stackoverflow.com/questions/70874182

            QUESTION

            "Using MLAPI" gives error message, even when I have MLAPI installed
            Asked 2022-Jan-24 at 13:48

            I have MLAPI (https://docs-multiplayer.unity3d.com/docs/migration/install/index.html) installed with Tanks multiplayer (https://assetstore.unity.com/packages/templates/tutorials/tanks-multiplayer-mlapi-photon-mirror-69172#description), and when I import the tanks multiplayer code for MLAPI, I get the error: "error CS0246: The type or namespace name 'MLAPI' could not be found (are you missing a using directive or an assembly reference?)", even though it is installed, and I don't know what to do

            image of error message

            image of the packages

            ...

            ANSWER

            Answered 2022-Jan-24 at 13:48

            you need to import MLAPI like so using Unity.Netcode;

            Source https://stackoverflow.com/questions/70626434

            QUESTION

            Optimizing a simple Photon Detection Simulation
            Asked 2022-Jan-22 at 06:26

            I am a medical physics student trying to simulate photon detection - I succeeded (below) but I want to make it better by speeding it up: it currently takes 50 seconds to run and I want it to run in some fraction of that time. I assume someone more knowledgeable in Python could optimize it to complete within less than 10 seconds (without reducing num_photons_detected values). Thank you very much for trying out this little optimization challenge.

            ...

            ANSWER

            Answered 2022-Jan-22 at 05:44
            photons_random_pixel_choice = np.array([random.choice(index_range) for z in range(rows)]) 
                
            

            Source https://stackoverflow.com/questions/70810227

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

            Vulnerabilities

            No vulnerabilities reported

            Install photon

            Begin your Photon OS journey by browsing our extensive guides on getting started in the Photon OS Wiki.

            Support

            The Photon OS project team welcomes contributions from the community. If you wish to contribute code and you have not signed our Contributor License Agreement (CLA), our CLA-bot will take you through the process and update the issue when you open a Pull Request. If you have questions about the CLA process, see our CLA FAQ or contact us through the GitHub issue tracker. To help you get started making contributions to Photon OS, we have collected some helpful best practices in the Contributing guidelines. Before you start to code, we recommend discussing your plans through a GitHub issue or discuss it first with the official project maintainers via the #photon Slack Channel, especially for more ambitious contributions. This gives other contributors a chance to point you in the right direction, give you feedback on your design, and help you find out if someone else is working on the same thing.
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            gh repo clone vmware/photon

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