turbulence | optionally reliable , async , transport agnostic | Networking library
kandi X-RAY | turbulence Summary
kandi X-RAY | turbulence Summary
Multiplexed, optionally reliable, async, transport agnostic, reactor agnostic networking library for games. This library does not actually perform any networking itself or interact with platform networking APIs in any way, it is instead a way to take some kind of unreliable and unordered transport layer that you provide and turn it into a set of independent networking channels, each of which can optionally be made reliable and ordered. The best way right now to understand what this library is useful for probably to look at the MessageChannels test. This is the highest level, simplest API provided: it allows you to define N message types serializable with serde, define each individual channel's networking settings, and then gives you a set of handles for pushing packets into and taking packets out of this MessageChannels interface. The user is expected to take outgoing packets and send them out over UDP (or similar), and also read incoming packets from UDP (or similar) and pass them in. The only reliability requirement for using this is that if a packet is received from a remote, it must be intact and uncorrupted, but other than this the underlying transport does not need to provide any reliability or order guarantees. The reason that no corruption check is performed is that many transport layers already provide this for free, so it would often not be useful for turbulence to do that itself. Since there is no requirement for reliability, simply dropping incoming packets that do not pass a consistency check is appropriate. This library is structured in a way that provides a lot of flexibility but does not do very much to help you actually get a network connection set up between a game server and client. Setting up a UDP game server is a complex task, and this library is designed to help with one piece of this puzzle.
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turbulence Key Features
turbulence Examples and Code Snippets
Community Discussions
Trending Discussions on turbulence
QUESTION
I am working with this following and trying SMIL animation
for the first time.
If you take a look, you would realize that the animation is not smooth, there is a jump at the end.
How can I make this to run smoothly without any jump?
...ANSWER
Answered 2022-Mar-26 at 00:40Let's ignore the question whether your animation is a good choice, and just look at the syntax involved.
QUESTION
I'm working on a project where I have to keep track of model performance across different version releases. I'm trying to create and write a text file that contains some lines of text that signal turbulences in the model performance. This is the function I wrote (it contains some auxiliary functions but these are not relevant for my question):
...ANSWER
Answered 2022-Feb-01 at 17:29open('results.txt', 'w')
will open the file and overwrite any data in it. This could be causing your problem.
Try open('results.txt', 'a')
. To append new text instead of overwritting.
Also, you don't need to include f.close()
. The with statement handles that all for you.
QUESTION
I want to add some constraints to the following code in which I want to optimize the output using scipy.
...ANSWER
Answered 2021-Dec-06 at 06:17Here is one approach in dealing with ti_eff.
QUESTION
I am trying to add this animated svg noise background here in place of the red background in my code that is below this one.
...ANSWER
Answered 2021-Dec-02 at 17:24To replace the background image, you could put something like this in your .css
QUESTION
Is there way to accomplish the code below with out the for loop?
I’m assigning int values to str based on its index position.
...ANSWER
Answered 2021-Nov-07 at 21:50There is not, but I am not 100% sure.
Anyway, even if there was, you can get much better performance by using mapping dict (icing_type -> idx):
QUESTION
So I want to render SVG from python code having target resolution WxH (having SVG text as str, like this that I generate dynamically):
...ANSWER
Answered 2021-Oct-31 at 13:00you can use CairoSVG
CairoSVG is available on PyPI, you can install it with pip:
QUESTION
When experimenting with the feTurbulence
filter primitive, I'm getting thin, dark lines throughout where I wouldn't expect them. They're most visible when numOctaves="1"
. Why are they there?
Let's say I start with the reference code from https://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement (fixing it so it compiles). I call it as
...ANSWER
Answered 2021-Aug-09 at 20:29That's not quite the math that is used. This is the relevant comment from the Chromium source code:
/** About the noise types : the difference between the first 2 is just minor tweaks to the algorithm, they're not 2 entirely different noises. The output looks different, but once the noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by doing :
QUESTION
I am trying to create water effect in my application to simulate water in pool. I got animation working with feTurbelance but my top left corner is not moving and it looks like animation is toward bottom right corner where water movement is fastest. Is possible to move that source point to middle of the screen or even better to have movement same across the screen?
...ANSWER
Answered 2021-Jun-25 at 20:06By changing the baseFrequency
, you are really just zooming in and out of the fractal noise.
A better solution would be to keep the base frequency constant, and move the noise around by using .
QUESTION
I am using a quiver plot in MATLAB to simulate a velocity field. Now I would like the vectors produced by the quiver plot to be all the same length, so that they just indicate the vectors direction. The value of the velocity in each point should be illustrated by different colors then. Is there a possibility to have quiver plotting vectors of same length?
That's my current code:
...ANSWER
Answered 2021-Apr-26 at 11:09One way to do this would be to normalize each component of your vectors to +- 1 just to keep their direction.
QUESTION
I am trying to achieve a paint-on-paper effect on shapes in SVG by applying:
- a displacement filter and
- a blur
Everything works ok on the background, but if I try to apply the same filter to shapes in the foreground, it results in a weird border around the shape itself, that gets even worse if the shape is a path.
This is the version without filter on the shape, this is the one with the filter applied to a rotated rect
and this is the version where the filter is applied to a path. BTW, the displacement and blur filters seem to work ok only in Firefox.
The code for the rect
version is below.
Can I apply the diffuse lighting filter to the shape without the weird border?
...ANSWER
Answered 2020-Oct-28 at 17:02There seems to be an interaction bug between the output of the feDisplacementMap and the feBlend. I can fix this on Chrome/Windows at least by replacing feBlend/multiply - with the equivalent feComposite/arithmetic k1=1
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Install turbulence
Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
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