starman | Another package manager for HPC warriors

 by   dongli Ruby Version: Current License: No License

kandi X-RAY | starman Summary

kandi X-RAY | starman Summary

starman is a Ruby library. starman has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

This is the third time I rewrote this package manager, and hope this will be the final version. This time I try to simplify the design to make STARMAN robust and focus on HPC usage. I set down the following goals:.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              starman has a low active ecosystem.
              It has 53 star(s) with 15 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 6 have been closed. On average issues are closed in 46 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of starman is current.

            kandi-Quality Quality

              starman has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              starman does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              starman releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              starman saves you 2179 person hours of effort in developing the same functionality from scratch.
              It has 4840 lines of code, 304 functions and 155 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

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            starman Key Features

            No Key Features are available at this moment for starman.

            starman Examples and Code Snippets

            No Code Snippets are available at this moment for starman.

            Community Discussions

            QUESTION

            How does C# handle variables in memory when their method is called multiple times?
            Asked 2020-Jun-27 at 08:38

            First time asking here. My experience is only "advanced beginner". The question is about the variable storage in the memory due to an object instantiation in Unity.
            Need a bit to explain the setup:

            In my scene, I instantiate an entire starsystem. The script can create up to 8 planets, each with up to 3 moons and 4 anchors (empty gameObjects). I do not change scenes, I only destroy the starsystem and instantiate the new one, so I need to ensure all old references are gone from memory. I want to be sure that I do not create a memory leak here by stuffing the memory with gameObjects that never get removed.

            Below is the part of my script that instantiates the moons, can be called many times within a single system instantiation. The moon gameObject will be "returned" to the caller after instantiation and added to another variable created in the caller, which is it's official variable called planetXMoonY, and can only exist once per system and will be nulled before a new system instantiation.

            In Version 1, I create the temporary variables within the method, and in version 2, I created them outside and first reset them before instantiating stuff.

            How is this handled in memory ? Am I seeing it correct that in version 1 after a while there could be technically dozens or more newMoon GameObjects in memory ? Same name, but of course with separate instance ID, and I will filling up the memory.

            What happens when the object planetXMoonY is destroyed ? When I understand it correctly, there is no more connection to the newMoon variable , but the planetXMoonY reference will be removed in time by the GC(). But will the newMoon variable ever be deleted from memory without a direct call setting it to null ?

            So I thought maybe Version 2 is an improvement. Does it help to reset it to null first to ensure the garbageCollector removes all newMoons in time, since they aren't needed after returning the gameObject, there are just here for instantiation purpose. But am I still creating dozens in this way, or just one ?

            I hope the question is clear enough. I seem to miss a bit of basic understanding in memory usage here. I think I'm missing a really important knowledge piece here on how to correctly and safely create variables, and I want to ensure my future workflow is improved. Thank you in advance for helping.

            B/R Starman

            Version 1:

            ...

            ANSWER

            Answered 2020-Jun-27 at 06:48

            Long story short, the 2nd function isn't an improvement.

            When you do this:

            Source https://stackoverflow.com/questions/62606748

            QUESTION

            Only certain palindromes get written to file
            Asked 2020-Jan-13 at 07:04

            I am working on a project that requires me to read input from a file called 'input.txt' and to

            1. check if a word is palindrome, if so write it to palindrome.txt
            2. using the Caesar cypher, shift it 13 places and write it to cipher.txt

            While the second part seems to be working fine, I got issues with some palindromes not being written to the file, even though the palindrome function does recognize them as palindromes (tested this separately). My input.txt test file contains the following words:

            madam quesadilla starman wow cheese racecar

            While 'madam' and 'racecar' correctly get written to palindrome.txt, wow does not. Also tried with another palindrome 'beeb' which was also not written to the file. As mentioned, I believe the isPalindrome function works well, while all words of input.txt are also correctly changed for cipher.txt (hence the words do not get skipped completely). Currently lost as to what could be causing this issue. The following is my code:

            ...

            ANSWER

            Answered 2020-Jan-13 at 07:04

            Your isPalindrome() function is broken — it does not null terminate the string t. I added a simple printf() statement just before your call to isPalindrome() in main():

            Source https://stackoverflow.com/questions/59710729

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

            Vulnerabilities

            No vulnerabilities reported

            Install starman

            Put STARMAN in any location, and add the following source statement in your .bashrc:.

            Support

            If you are familiar with package installation and system admin, you can contribute new packages by writing a package DSL file in Ruby language as [netcdf-c.rb](https://github.com/dongli/starman/blob/master/packages/netcdf-c.rb).
            Find more information at:

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            CLONE
          • HTTPS

            https://github.com/dongli/starman.git

          • CLI

            gh repo clone dongli/starman

          • sshUrl

            git@github.com:dongli/starman.git

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