randomx | RandomX bindings for Rust
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RandomX bindings for Rust
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QUESTION
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 18:31Currently while patrolling this line will be executed every frame:
QUESTION
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 01:15You have to move all this code:
QUESTION
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 07:59Two 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.
QUESTION
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 21:05The 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:
QUESTION
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 13:44Perhaps you could try:
QUESTION
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 21:59I recently had this issue.
Searches if any user is executing any scheduled task.
You can do this using the following command:
QUESTION
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 21:36Operator ,
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:
QUESTION
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 01:13For 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).
QUESTION
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 18:19While 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:
QUESTION
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 13:11One 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.
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