fence | based request library that provide a serises of APIs | Reactive Programming library
kandi X-RAY | fence Summary
kandi X-RAY | fence Summary
Fence is an operator-based request library that provide a serises of APIs to help you more easily manipulate the request flow. And the Fence is works fine in browsers and server as well, cause Fence is based on Axios by default.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of fence
fence Key Features
fence Examples and Code Snippets
function addskill()
{
const head=document.createElement('div');
document.getElementById("skills").appendChild(head);
head.innerHTML=(' write your skill here');
}
Community Discussions
Trending Discussions on fence
QUESTION
I have a function that copies data from one buffer to another, I need to synchronize its execution.
I have such a bad option: ...
ANSWER
Answered 2021-Jun-02 at 00:40The two functions are semantically identical and do exactly the same blocking behavior.
The second is slightly better. vkQueueWaitIdle
is kind of a debug and out-of-hotspot feature. It might incur a hidden second submit to signal the implicit fence.
You don't need to reset fence that you subsequently destroy anyway. And you are creating it presignaled, which is a bug. Also you forgot to pass it to the vkQueueSubmit
.
QUESTION
I am very new to C++ and have decided to start with a basic text based RPG. I have been using this site as a reference; https://levelskip.com/classic/Make-a-Text-Based-Game#gid=ci026bcb5e50052568&pid=make-a-text-based-game-MTc0NDU2NjE2MjQ1MDc3MzUy
...ANSWER
Answered 2021-May-30 at 00:00Best substitute for goto
QUESTION
I have defined a BroacastReceiver according to the Geofencing docs in order to receive ENTRY & EXIT updates when the user interacts with a geofence. My issue is that the app is going to be used on the road so, when a user drives and enters a geofence I'm getting notified about it and the same happens when he exits it. However, when the exit event is received I need to remove the triggered geofence(s) from both the Client & the Google Maps map. Both of those exist in my MapsActivity (which is where I set up the receiver & event notification process based on the documentation) so I'd like to call the removeGeofences(...)
method of my activity from the receiver. I looked at a TON of posts regarding this matter but none seems to cover the Geofencing use case. I've tried declaring the receiver dynamically through code instead of statically through the manifest but in that case, I'd need intent filters which I can't find for Geofencing. Any ideas on how to achieve this?
BroadcastReceiver:
...ANSWER
Answered 2021-May-20 at 23:23You can use SharesPreference to notify triggered geoFenceId to MainActivity.
QUESTION
I am trying to extract multiple values from a log with the following format by using the extract_all() function:
v1=value1 v2=May 18 2021 v3=value3 v4=The dog jumps over the fence v5=192.168.1.1
The extract_all() formatting is the following:
extract_all(@"(?P\w+)?=(?P\S*)?", dynamic(["key","value"]), restconvert)
I have tried multiple ways in order to capture the full sentence of v4, but I haven't been able to. Among others, I have used (?P\w+)?
, (?P\S* \d* \d*)?
. The latter was able to capture the date without causing any problem to the string continuity. I have also tried the logical or in the second part of the regex in order to distinguish between cases with no success.
\w+( \w+)*
and similar variations messed up with other values, such as IP addresses and with the continuity of the string.
I am not using the parse operator because the fields change through time.
Any hints?
...ANSWER
Answered 2021-May-18 at 17:51This would have been a lot easier with negative lookahead, but RE2 doesn't support it apparently. This handles many spaces between words and skips spaces, but does include an extra space on the value, sometimes, if there are multiple spaces between value and the next key token.
QUESTION
As per information on clwb ordering (link),
"CLWB instruction is ordered only by store-fencing operations. For example, software can use an SFENCE, MFENCE, XCHG, or LOCK-prefixed instructions to ensure that previous stores are included in the write-back. CLWB instruction need not be ordered by another CLWB or CLFLUSHOPT instruction. CLWB is implicitly ordered with older stores executed by the logical processor to the same address."
If the set of operations on an Intel X86-64 is as follows, Can I remove the "sfence" and still ensure correctness if the writes (A) and write(B) are cache-line aligned.
I am asking this since on Intel Write(A) and write(B) are ordered (TSO) and write(A)->clwb(A) and write(B)->clwb(B) are ordered as per above quoted description of clwb
...ANSWER
Answered 2021-May-18 at 05:39For normal stores to WB memory that are both within the same cache line: yes persistence order matches x86-TSO global-observability order, see Is clflush or clflushopt atomic when system crash?. Otherwise that's not guaranteed.
It seems you mean A is fully contained within one cache line, and B within a separate one.
Without SFENCE, after a crash it would be possible to see the effect of B but not A. clwb
isn't ordered, so the later one could make its store persistent first. That's what the manual is pointing out with clwb's lack of ordering wrt. normal stores.
So according to TSO write(B) happened means write(A) happened (may be it is in store buffer).
No, x86-TSO ordering is about order of commit from store buffer to L1d, the pointer of global observability. That's of course totally separate from eventual write-back (via eviction or clwb) to DRAM. Store uops can execute (write their address+data to the store buffer) in any order, but can't commit until after retirement (i.e. when they're non-speculative). Additionally, that commit is restricted to happen in program order, i.e. the order store-buffer entries were allocated in during issue/rename/allocate.
meaning write(A)->write(B) are ordered and write(B)->clwb(B) are ordered, so how can clwb(B) bypass write(B) [thus violating the order constrain of manual] and happen before clwb(A) , thus causing effect of clwb(B) visible after a crash and not clwb(A)?
No, the "implicitly ordered with older stores ... to the same address" rule only guarantees that store + clwb to the same address will write-back a version of the line that includes that store-data. Otherwise it could write-back a copy of the line while the latest store was still in the store buffer or not even executed. It doesn't mean that the whole write-back has to finish before any later stores!
The order of operations that produces B but not A visible after a crash is the following:
- A and B execute in some order
- A and B commit to L1d cache once this core has MESI exclusive ownership of their respective lines, becoming globally visible to other cores.
- clwb instructions executed at some point, requesting the cache lines be written-back to DRAM at some point after the stores commit.
- write-back of line A start at some point after it commits to L1d, and same for line B. They could start in either order since clwb's order isn't guaranteed wrt. other clwb operations to other lines, although in practice they likely start in program oder.
- clwb-B finishes becoming persistent
- machine loses power, before the in-flight clwb-A made it to the persistence domain. You didn't request the clwb operations be ordered wrt. each other, so this is allowed.
In terms of asm instruction reordering, the following reordering is allowed:
QUESTION
Multimesh has StaticBody and CollisionBody. I have this script on my Multimesh that makes an array of objects in a row. (Fence for example)
...ANSWER
Answered 2021-May-10 at 09:12During scene load, Godot will follow this execution order (as far as I can tell):
- Allocate the new node,
all variables are zeroed.regular variables (noonready
) are initialized here to their default value (if they areexport
, the value is overwritten on step 3, custom setter or not), zeroed if no default value is specified. - Call
_init
on it. - Set its properties (initialize
export
variables, and any custom setters run). - If there are nodes that should be children, yet to do steps 1 to 3, follow this same steps for them.
- IDE signal connections are made (this happens after all nodes have gone though steps 1 to 3, and yes, that includes connections from and to future children).
- Add the node to its parent.
NOTIFICATION_PARENTED
(18).NOTIFICATION_ENTER_TREE
(10).- Send
tree_entered
signal. - If there are nodes, that should be children, yet to do steps 6 to 9, follow this same steps for them.
NOTIFICATION_POST_ENTER_TREE
(27).- Initialize any
onready
variables. - Call
_ready
on it. NOTIFICATION_READY
(13).- Send
ready
signal.
One important caveat is that NOTIFICATION_ENTER_TREE
and tree_entered
happen if the parent is in the SceneTree
(e.g. if the node is created from script and yet to be added), also they do not happen in the editor (for tool
scripts). Speaking of tool
scripts, the steps from 11 on do not happen in the editor. Basically ready
and enter_tree
don't work on the editor.
See also:
- Node constants, and signals.
- Godot notifications.
_notification
(exampe).
Thus, when your setters call update
(step 3 above), this line is yet to run (it will run on step 12):
QUESTION
I'm creating a dynamic markdown component like this
...ANSWER
Answered 2021-May-06 at 08:35It may not seem so but Vue template or render function not defined yet I am using neither? really solves your problem...
Runtime + Compiler vs. Runtime-only
It is important to understand that Vue templates are always compiled into pure JavaScrit (just try to paste your this.html
sample into vue-compiler-online. As you are using vue
files, you are probably using some bundler (Webpack for example - directly or via VueCLI) which is using vue-loader
to do this compilation at build time. That's why Vue projects are usually using Vue build which does not includes template compiler.
BUT if you somewhere use template
(even in such project), you need Vue package with compiler...
On the other hand, if only "Vue" functionality in the render output of markdown-it is the @click
handler, you can do it without template
(and without the overhead of Vue compiling perfectly static HTML produced by markdown-it into JS and then render it as static HTML again)
- Remove your
code_block/fence
modification - Create a proper
markdownComponent.vue
(see below) - If the markdown comes from untrusted source (user) and you are passing
html:true
into markdown-it constructor, do proper sanitization of the markdown-it output - Render HTML produced by markdown-it with v-html
QUESTION
I am learning how to use Drake to solving optimization problems. This problem was to find the optimal length and width of a fence, the fence must have a perimeter less than or equal to 40. The code below only works when the perimeter constraint is an equality constraint. It should work as an inequality constraint, but my optimal solution results in x=[nan nan]. Does anyone know why this is the case?
...ANSWER
Answered 2021-May-05 at 01:12I get [nan, nan] for both inequality constraint and equality constraint.
As Russ mentioned, the problem is the cost being non-convex, and Drake incurred the wrong solver. For the moment, I would suggest to explicitly designate a solver. You could do
QUESTION
const word = document.getElementById("myText");
const randomWords = ["gave","column","judge","hair","single","were",
"such","rather","area","board","black","fence",
"cost","matter","condition","that","slave","record",
"spring","ocean","society","general","central","page",
"successful","divide","community","men","century","did",
"discussion","past","bare","ever","in","brick",
"though","prove","film","unless","reach","complete"]
const randomNum = Math.floor(Math.random() * 40);
word.onclick = function() {
this.innerText = randomWords[randomNum];
}
...ANSWER
Answered 2021-Apr-28 at 12:09Your randomNum
variable is only set once. So, every time you click the element, it sets the word to the same index.
Fix this by putting the random number generator inside the onClick, like so:
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