randomx | RandomX bindings for Rust

 by   rust-blockchain Rust Version: Current License: No License

kandi X-RAY | randomx Summary

kandi X-RAY | randomx Summary

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

RandomX bindings for Rust
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          Reuse

            kandi-support Support

              randomx has a low active ecosystem.
              It has 4 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              randomx has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of randomx is current.

            kandi-Quality Quality

              randomx has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              randomx 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

              randomx releases are not available. You will need to build from source code and install.

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            randomx Key Features

            No Key Features are available at this moment for randomx.

            randomx Examples and Code Snippets

            No Code Snippets are available at this moment for randomx.

            Community Discussions

            QUESTION

            Is there a way to optimise this method for an Enemy AI Controller in unity?
            Asked 2022-Apr-16 at 18:31
            private void Update()
            {
                //Check for sight and attack range
                playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
            
            
                if (!playerInSightRange)
                {
                    Patroling();
                    Debug.Log("Patroling");
                }
                if (playerInSightRange)
                {
                    ChasePlayer();
                    Debug.Log("Chasing");
                }
            }
                
            private void Patroling()
            {
                if (!walkPointSet)
                {
                    SearchWalkPoint();
                }
            
                if (walkPointSet)
                {
                    agent.SetDestination(walkPoint);
                }
            
                Vector3 distanceToWalkPoint = transform.position - walkPoint;
            
                //Walkpoint reached
                if (distanceToWalkPoint.magnitude < 1f)
                    walkPointSet = false;
            }
            
            private void SearchWalkPoint()
            {
                //Calculate random point in range
                float randomZ = Random.Range(-walkPointRange, walkPointRange);
                float randomX = Random.Range(-walkPointRange, walkPointRange);
            
                walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
            
                if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
                    walkPointSet = true;
            }
            
            private void ChasePlayer()
            {
                agent.SetDestination(player.position);
            }
            
            ...

            ANSWER

            Answered 2022-Apr-16 at 18:31

            Currently while patrolling this line will be executed every frame:

            Source https://stackoverflow.com/questions/71891305

            QUESTION

            How do you correctly use functions in c++?
            Asked 2022-Mar-01 at 02:50

            I'm trying to create a program that will generate random numbers for a bunch of message boxes, and then blue screen. The main problem is that I don't know how to correctly use functions, so my program won't work. Also, WinEventProc has an error that says, "a block-scope function may only have extern storage class."

            ...

            ANSWER

            Answered 2022-Feb-23 at 01:15

            You have to move all this code:

            Source https://stackoverflow.com/questions/71230151

            QUESTION

            Creating a flying object that detects impact with a fixed object in Roblox
            Asked 2022-Feb-14 at 19:26

            I'm attempting to create a flying object that can essentially be trapped by another object placed in its path. I'm having trouble with the hit/touch detection.

            For the flying object, we'll call "bug", I've created an model with a PrimaryPart named "Primary", and the Primary part has "CanCollide", "CanTouch", and "Anchored" set to true.

            When I run the following script with the above settings, things look like I'd expect, and I can see log entries whenever the bug touches my character, but I don't see when the bug touches my net object. My understanding is that because both objects are "Anchored", collision detection isn't supported (even though one is the bug that moves around). When I uncheck "Anchored" for the net, it falls down. When I uncheck "Anchored" for the bug, it flies erratically and disappears. Is there a way I can unanchor the bug, but still keep it under control, flying where its told until it is caught?

            ...

            ANSWER

            Answered 2022-Feb-14 at 07:59

            Two anchored objects cannot fire the Touched event on each other as the movement causing a collision must result from a physics movement. Altering the CFrame manually won't do that and achnored parts are not affected by physics.

            If you unanchor the bug it will be affected by gravity which might explain the observed "erratical" movements.

            You could disable gravity or to make the bug fly by appling an upward force to it that overcomes gravity.

            Alternatively you can manually check wether parts touch using https://developer.roblox.com/en-us/api-reference/function/BasePart/GetTouchingParts

            I'm sure you'll find more options if you dig through the manual.

            Source https://stackoverflow.com/questions/71107114

            QUESTION

            Text keeps blinking in pygame
            Asked 2021-Dec-30 at 21:05

            so I am making a code where there is a character(A rectangle) and and Balloon(A circle) and the character has to catch the balloons before it hits the ground. Everything worked fine until I tried making the game look a little better and used the blit function to add an image. For some reason my text keeps buffering now.

            Code:

            ...

            ANSWER

            Answered 2021-Dec-30 at 21:05

            The problem is caused by multiple calls to pygame.display.update(). An update of the display at the end of the application loop is sufficient. Multiple calls to pygame.display.update() or pygame.display.flip() cause flickering.

            Remove all calls to pygame.display.update() from your code, but call it once at the end of the application loop.

            Do not create the font object and do not load the images in the application loop. This are very expensive operatios, because the filed have to be read and interpreted:

            Source https://stackoverflow.com/questions/70536629

            QUESTION

            random selection of list
            Asked 2021-Dec-28 at 13:50

            I have this list that randomly will choose a different value each time, how can I print the key of the random value that is being selected separately?

            ...

            ANSWER

            Answered 2021-Dec-28 at 13:44

            Perhaps you could try:

            Source https://stackoverflow.com/questions/70507872

            QUESTION

            How to to trace malware orignation on ubuntu server and stop it
            Asked 2021-Dec-03 at 13:41

            I have a ubuntu server with self hosted giltab-ce and two days ago my server started using 400% CPU. My hosting provider advised me to update my Gitlab (which was version 13.6.1), that I updated to 13.9. Still, periodically, there is some process that is starting running and uses more than all the CPU.

            At the beginning, I was thinking this was the issue (because the hosting provider attached this link to the email): https://hackerone.com/reports/1154542

            Then I saw that the process name was kdevtmpfsi and followed all answers of this question: kdevtmpfsi using the entire CPU

            Still nothing helped, the scripts periodically starts over and over again after a few hours.

            In /tmp/.ssh folder I found a redis.sh script with this content:

            ...

            ANSWER

            Answered 2021-Nov-04 at 21:59

            I recently had this issue.

            Searches if any user is executing any scheduled task.

            You can do this using the following command:

            Source https://stackoverflow.com/questions/69832451

            QUESTION

            Unexpected output when dealing with operator overloading in C++ using
            Asked 2021-Nov-28 at 21:36

            I am attempting to go through a "Circle" structure (basically a binary tree). Each circle has an centerX, centerY, radius, and two leaf nodes. These leaves will either both be null or both be not null. There will never be one null and one not null.

            I am using a variety of operator overloading functions. I am attempting to do one with the "," operator but I am having trouble actually getting the function to hit.

            Below is the relevant code:

            circle.h:

            ...

            ANSWER

            Answered 2021-Nov-28 at 21:36

            Operator , has lowest precedence of all, and therefore is the worst operator to be used in this manner: https://en.cppreference.com/w/cpp/language/operator_precedence

            Since operator = actually has higher precedence, the effect of the problem line is closer to something like:

            Source https://stackoverflow.com/questions/70147210

            QUESTION

            C++ unexpected output when using operator overloading
            Asked 2021-Nov-28 at 01:13

            I am attempting to go through a "Circle" structure (basically a binary tree). Each circle has an centerX, centerY, radius, and two leaf nodes. These leaves will either both be null or both be not null. There will never be one null and one not null.

            I am using operator overloading to print a circle to the output stream using the SVG file format. The following is the relevant code:

            circle.h:

            ...

            ANSWER

            Answered 2021-Nov-28 at 01:13

            For the 3-parameter Circle constructors, you don't initialize the c1 or c2 members. This will be Undefined Behavior when you later try to dereference these values (likely a crash).

            Source https://stackoverflow.com/questions/70139859

            QUESTION

            Dynamically display multiple copies of an imported component
            Asked 2021-Oct-09 at 18:19

            How to display multiple copies of the same component dynamically in Svelte?

            An example:

            In my App.svelte I have a container div called Sky.

            I display a Moon component which is imported from a separate file and invoked the traditional way:

            ...

            ANSWER

            Answered 2021-Oct-09 at 18:19

            While your answer works, this is generally speaking a bad pattern to follow. In Svelte you should try to have your DOM be represented of some kind of 'state' and avoid any direct DOM manipulation like you are doing here.

            The Svelte-way to do this is to have an array of stars and push an new star to that array, then use an each block to render all the stars:

            Source https://stackoverflow.com/questions/69503726

            QUESTION

            Removing lag on rendering thousands of entities in JS canvas
            Asked 2021-Aug-16 at 13:24

            I am a beginner in JS canvas. I wanna make a game but when rendering too many (Bricks) the game becomes unplayable. Most of the lag comes from draw function the part where bricks are drawn, From ctx.fill() and ctx.rect() function. I observed it with the chrome's performance devtool.

            ...

            ANSWER

            Answered 2021-Aug-16 at 13:11

            One idea to speed up the drawing is to prepare the next frame to be shown on an invisible canvas. Then blip the invisible canvas to the canvas shown to the player in one go.

            Source https://stackoverflow.com/questions/68802808

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

            Vulnerabilities

            No vulnerabilities reported

            Install randomx

            You can download it from GitHub.
            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.

            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 .
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