waterdrop | Standalone Karafka library for producing Kafka messages | Pub Sub library

 by   karafka Ruby Version: v2.5.1 License: MIT

kandi X-RAY | waterdrop Summary

kandi X-RAY | waterdrop Summary

waterdrop is a Ruby library typically used in Messaging, Pub Sub, Kafka applications. waterdrop has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Note: Documentation presented here refers to WaterDrop 2.0.0. WaterDrop 2.0 does not work with Karafka 1.* and aims to either work as a standalone producer outside of Karafka 1.* ecosystem or as a part of soon to be released Karafka 2.0.*. Please refer to this branch and its documentation for details about WaterDrop 1.* usage. Gem used to send messages to Kafka in an easy way with an extra validation layer. It is a part of the Karafka ecosystem.
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            kandi-support Support

              waterdrop has a low active ecosystem.
              It has 201 star(s) with 33 fork(s). There are 10 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 8 open issues and 82 have been closed. On average issues are closed in 35 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of waterdrop is v2.5.1

            kandi-Quality Quality

              waterdrop has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              waterdrop is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              waterdrop releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              It has 2583 lines of code, 75 functions and 54 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed waterdrop and discovered the below as its top functions. This is intended to give you an instant insight into waterdrop implemented functionality, and help decide if they suit your requirements.
            • Returns a new producer instance of the consumer .
            • Close the client
            • Initializes a Producer instance .
            • Setup configuration
            • Validate a message
            • Raise the consumer
            • Merge configuration options
            • Validate configuration .
            Get all kandi verified functions for this library.

            waterdrop Key Features

            No Key Features are available at this moment for waterdrop.

            waterdrop Examples and Code Snippets

            No Code Snippets are available at this moment for waterdrop.

            Community Discussions

            QUESTION

            Is there a way to include 2 gradients (linear & radial) in single svg? [Answered/Solved]
            Asked 2021-Sep-14 at 12:45

            I'm trying to make a waterdrop svg that shows what level the water is in a tank. I do this with a linear gradient, so I can display graphically (and easily) if the water is half or full, etc. In this example I show the tank is half full. I'd like to add a 3D affect to the water drop, and found a way to do it with a radial gradient but can't figure out a way to load both gradients at the same time to the same svg image and if that's not possible does someone have an idea how they'd do the below instead? I DO NOT want the Click here in my example it just shows the 3D appearance I'm trying to add to the half full droplet. Hope you get what I mean, is there a way I can have both gradients on the single svg image when the page loads? Thank you.

            ...

            ANSWER

            Answered 2021-Sep-08 at 06:42

            Now the blue color is the same for both gradients you can use the linear gradient as a mask on the drop. The mask is made from a and the drop itself. Is it something like that?

            This brakes your click event, but I guess you can figure that out :-)

            Update: I made part of the linear gradient dark gray (#444) so that the radial gradient can be seen in the "empty" part of the drop.

            Source https://stackoverflow.com/questions/69096584

            QUESTION

            @Published value not redrawing the view SwiftUI
            Asked 2021-Aug-20 at 02:04

            I have an observable class, where I have 4 @Published variables. The view is not redrawing when the @Published variables changing their value. I included my code to make it clear. The value in the viewModel is being changed because I can see how they are changing in the Debug console. What am I missing? 0

            ...

            ANSWER

            Answered 2021-Aug-20 at 01:44

            At the moment you are using a number of separate CustomDrinkViewModel, and so a change in one does not relate to the others.

            Although I cannot see where you actually change the customDrinkDocument, try these modifications:

            Source https://stackoverflow.com/questions/68855904

            QUESTION

            Rectangle glitching, not moving with the rest
            Asked 2021-Feb-22 at 03:40
            import pygame
            import sys
            from pygame.sprite import Sprite
            class Settings:
                def __init__(self):
                    self.raindrop_speed = 3
                    self.raindrop_direction = -1
                    self.raindrop_dropseed = 3
                    self.backgroundcolor = (30,30,30)
            class Drop(Sprite):
                def __init__(self):
                    super().__init__()
                    self.image = pygame.image.load("raindrop.png")
                    self.rect = self.image.get_rect()
                    self.rect.y = self.rect.height
                    self.rect.x = self.rect.width
                    self.x_cord = self.rect.x
                    self.y_cord = self.rect.y
            
            class RainDrop:
                def __init__(self):
                    pygame.init()
                    self.screen = pygame.display.set_mode((1200,800))
                    self.settings = Settings()
                    self.backgroundcolor = self.settings.backgroundcolor
                    self.raindrops = pygame.sprite.Group()
                    self.screen_rect = self.screen.get_rect()
                    self._add_raindrops()
                def _add_raindrops(self):
                    new_raindrop = Drop()
                    drop_height = new_raindrop.rect.height 
                    drop_width = new_raindrop.rect.width
                    print(drop_width)
                    screen_space = self.screen_rect.width
                    screen_height_space = self.screen_rect.height
                    aviable_row_space = screen_height_space//(drop_height*2)
                    avivable_screen_space = screen_space - (drop_width*2)
                    amount_of_columns = avivable_screen_space//(drop_width*2)
                    self._add_columns(amount_of_columns,aviable_row_space)
                    
                def _add_columns(self,amount_of_columns,aviable_row_space):
                    for height_of_drops in range(aviable_row_space):
                        for number_of_drops in range(amount_of_columns):
                            drop = Drop()
                            drop.x_cord = (drop.rect.width *2)* number_of_drops
                            drop.y_cord =(drop.rect.height *2)* height_of_drops
                            drop.rect.x = drop.x_cord
                            drop.rect.y = drop.y_cord
                            self.raindrops.add(drop)
                def _bring_down_raindrops(self):
                    for drop in self.raindrops:
                        drop.y_cord += self.settings.raindrop_dropseed
                        drop.rect.y = drop.y_cord
                def _update_drops(self):
                    height_counter = 1
                    self.raindrops.update()
                    for drop in self.raindrops.copy():
                        drop.x_cord += self.settings.raindrop_direction * self.settings.raindrop_speed  
                        drop.rect.x = drop.x_cord
                        if drop.rect.right >= self.screen_rect.right:
                            self.settings.raindrop_direction = -1
                            self._bring_down_raindrops()
                        elif drop.rect.left <= 0:
                            self.settings.raindrop_direction = 1
                            self._bring_down_raindrops()
                        #if drop.rect.y >= self.screen_rect.height or drop.rect.y <= 0:
                        #    drop.rect.x = drop.rect.width
                         #   drop.y_cord = drop.rect.height 
                          #  drop.rect.y = drop.y_cord
                    print(height_counter)
                    print(self.raindrops)
                
                def _update_game(self):
                    self.screen.fill(self.backgroundcolor)
                    self.raindrops.draw(self.screen)
                    pygame.display.flip()
                def _check_events(self):
                    for event in pygame.event.get():
                        if event.type == pygame.KEYDOWN:
                            if event.key == pygame.K_q:
                                sys.exit()
                def run_game(self):
                    while True:
                        self._check_events()
                        self._update_drops()
                        self._update_game()
            
            if __name__ == "__main__":
                rd = RainDrop()
                rd.run_game()
            
            ...

            ANSWER

            Answered 2021-Feb-22 at 03:40

            Your problem is in what you do when you recognize that you've hit the edge of the screen. You do this when you find any drop that has gone off of the screen, and at that point, you reverse direction. The problem is, you've already moved some of the drops on the top row in one direction, but after you recognize the edge of the screen, you then go on to move the rest of the drops in the opposite direction in that same pass. This is how things get out of wack.

            What you want to do is note that you've hit the edge of the screen, but not do anything differently right away, so that you still deal with all of the drops on the screen the same way in that pass. After you've drawn all of the drops, you then change direction.

            Here's a version of _update_drops that will do this:

            Source https://stackoverflow.com/questions/66309661

            QUESTION

            AFRAME animations-- How to reuse animations
            Asked 2020-Sep-07 at 19:13

            I want an irregular animation like this(This is in case of a waterdrop):

            Drip

            nothing

            Drip

            Drip

            Drip

            nothing

            nothing

            Is there a way to do this or loop a really long animation of dripping?

            ...

            ANSWER

            Answered 2020-Sep-07 at 13:08

            One of the simplest ways I have found to do things like "tracked" animation is by using this stable repository

            https://github.com/protyze/aframe-alongpath-component

            Setup your water droplets alongpath and animate them with your own fixed x,y,z coordinates. Change my x,y,z's for the horse into a vertical. Unless you want to do something more complex, this I believe is one simple way.

            Source https://stackoverflow.com/questions/63758522

            QUESTION

            Discord.js | TypeError: Cannot read property '0' of undefined
            Asked 2020-Jul-21 at 13:50

            Okay so I'm trying to create a discord bot command (broadcast) and I want to get the args[0] as an ID to the broadcast channel, but when I try it this is what it logs:

            ...

            ANSWER

            Answered 2020-Jul-21 at 13:50

            Cannot read property '0' of undefined means that args is undefined.

            You need to define the args variable before using it.

            You can do something like this: const args = message.content.slice(PREFIX.length).trim().split(" ");

            Next time you see this kind of error, make sure to check which variable is affected by the undefined issue. ^

            For your index.js file, I should replace:

            Source https://stackoverflow.com/questions/63015319

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

            Vulnerabilities

            No vulnerabilities reported

            Install waterdrop

            Add this to your Gemfile:.
            WaterDrop is a complex tool, that contains multiple configuration options. To keep everything organized, all the configuration options were divided into two groups:.
            WaterDrop options - options directly related to WaterDrop and its components
            Kafka driver options - options related to rdkafka

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            First, thank you for considering contributing to the Karafka ecosystem! It's people like you that make the open source community such a great community!. Each pull request must pass all the RSpec specs, integration tests and meet our quality requirements. Fork it, update and wait for the Github Actions results.
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