coroutine

Lua 5.2.2 Broken Threading System

青春壹個敷衍的年華 提交于 2019-12-13 22:45:27
问题 Ey, I'm making threading system in lua and I have a crash when I resume a lot threads... I'm noob in C Lua and I don't really know what is the good or bad what I'm doing in the next codes... I flagged crash places with "//maybe here" #include<cstdio> #include<ala_lua.h> extern"C"{ void __stdcall Sleep(unsigned long); }; int main(){ lua_State*L=luaL_newstate(); luaL_openlibs(L); luaA_libs(L); lua_State*T=lua_newthread(L); luaL_loadfile(T,"c:/clua.lua"); co_resume(T); do{ Sleep(1); }while(co

“ yield”关键字有什么作用?

蹲街弑〆低调 提交于 2019-12-13 22:37:10
【推荐】2019 Java 开发者跳槽指南.pdf(吐血整理) >>> Python中 yield 关键字的用途是什么? 它有什么作用? 例如,我试图理解这段代码 1 : def _get_child_candidates(self, distance, min_dist, max_dist): if self._leftchild and distance - max_dist < self._median: yield self._leftchild if self._rightchild and distance + max_dist >= self._median: yield self._rightchild 这是呼叫者: result, candidates = [], [self] while candidates: node = candidates.pop() distance = node._get_dist(obj) if distance <= max_dist and distance >= min_dist: result.extend(node._values) candidates.extend(node._get_child_candidates(distance, min_dist, max_dist)) return result 调用

How to write/edit own coroutines in Prolog?

痞子三分冷 提交于 2019-12-13 17:55:21
问题 I would like to build my own coroutines in Prolog. I'd like to add some extra functionalities. 回答1: One possible solution would be to use the term-expansion mechanism provided by some Prolog systems and Logtalk to rewrite calls to e.g. the freeze/2 predicate to do the extra steps you want. One must be careful, however, to not expand a call to a predicate into another goal that calls the same predicate as goal-expansion is recursively applied until a fixed-point is reached. The Logtalk

Unity - Refactored crumbling wall script stops working?

我的未来我决定 提交于 2019-12-13 03:03:15
问题 I have an Object that gets replaced by thousands of little cubes at once, which then begin moving one after another after initialization. I have code that works, but when I try to refactor it to clean it up, it stops working. The cubes dont move. This happens when I try to separate the Variable Initialisation and the Movement Initialisation. So this is my original code segment and it works: public class WallCreation : MonoBehaviour { public Transform wallSegmentPrefab; GameObject oldWall;

Generator based Javascript coroutine library supporting Chrome browser

扶醉桌前 提交于 2019-12-13 02:08:00
问题 Javascript generator cannot help too much since it is not a real coroutine. So I hope to have coroutine in browser using some new ecmascript 6 keyword, "yield". i.e., I hope I can yield across multiple frames in the callstack. To my knowledge, I just found a coroutine library based on Javascript 1.7+ on Firefox which can be found at http://www.neilmix.com/2007/02/07/threading-in-javascript-17/. "yield" has been supported in Chrome browser for a long time. So I am wondering there is a

Are these two kinds of generator-based coroutines the same concept?

て烟熏妆下的殇ゞ 提交于 2019-12-12 23:53:17
问题 There seem to be two kinds of generator-based coroutine: From a reply by Jim Fasarakis Hilliard: Generator-based coroutine : A generator ( def + yield ) that is wrapped by types.coroutine . You need to wrap it in types.coroutine if you need it to be considered a coroutine object. From Python in a Nutshell, which doesn't explicitly call it "generator-based coroutine": When you write Python code based on asyncio (ideally also using add-on modules from asyncio.org), you’ll usually be writing

Swift equivalent of Unity3d Coroutines?

好久不见. 提交于 2019-12-12 16:52:28
问题 Looking how to build something similar in Swift 3. I'm used to using this sort of architecture in Unity3d, perhaps there isn't anything similar to handle async data. I've heard of completion blocks + using protocols/delegates to pass data in Swift but I thought it'd be easier to have a public function that gets the data and then use a coroutine to wait until all the data is in the VC to start things up. Here is C# code I'd use to create them: List<Int> data = new List<Int>; private

How to make asynchronous HTTP call with callback in Lua?

泄露秘密 提交于 2019-12-12 10:07:40
问题 I need to make asynchronous HTTP call to my server in order to receive XML response. After I get the response I will call a [previously specified] function if it is success or some other function if it's an error. So what I thought about in the first place was coroutines. Unfortunately, after I make the http.get call I cannot yield, as it will wait for the whole thing to finish. I know I can use separate functions to read the response, however I have to wait at least for the first bytes of

When using kotlin coroutines, how do I unit test a function that calls a suspend function?

╄→尐↘猪︶ㄣ 提交于 2019-12-12 08:18:03
问题 I have a class like this class SomeClass { fun someFun() { // ... Some synchronous code async { suspendfun() } } private suspend fun suspendFun() { dependency.otherFun().await() // ... other code } } I want to unit test someFun() so I wrote a unit test that looks like this: @Test fun testSomeFun() { runBlocking { someClass.someFun() } // ... verifies & asserts } But this doesn't seem to work because runBlocking doesn't actually block execution until everything inside runBlocking is done. If I

Module with Main dispatcher is missing

回眸只為那壹抹淺笑 提交于 2019-12-12 08:18:00
问题 I'm trying to make a background call to my local database and update the UI with the results using coroutines. Here is my relevant code: import kotlinx.coroutines.experimental.* import kotlinx.coroutines.experimental.Dispatchers.IO import kotlinx.coroutines.experimental.Dispatchers.Main import kotlin.coroutines.experimental.CoroutineContext import kotlin.coroutines.experimental.suspendCoroutine class WarehousesViewModel(private val simRepository: SimRepository) : BaseReactViewModel