monster | The Art of Template MetaProgramming in Modern C️

 by   deepgrace C++ Version: Current License: BSL-1.0

kandi X-RAY | monster Summary

kandi X-RAY | monster Summary

monster is a C++ library typically used in Template Engine, Example Codes applications. monster has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

The Art of Template MetaProgramming (TMP) in Modern C++️
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              monster has a low active ecosystem.
              It has 97 star(s) with 11 fork(s). There are 8 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of monster is current.

            kandi-Quality Quality

              monster has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              monster is licensed under the BSL-1.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              monster releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            monster Key Features

            No Key Features are available at this moment for monster.

            monster Examples and Code Snippets

            No Code Snippets are available at this moment for monster.

            Community Discussions

            QUESTION

            pandas: group years by decade
            Asked 2022-Apr-16 at 04:26

            So I have data in CSV. Here is my code.

            ...

            ANSWER

            Answered 2022-Apr-16 at 04:17

            I see two simple options.

            1- round the years to the lower 10:

            Source https://stackoverflow.com/questions/71891015

            QUESTION

            C#8 interface defaults: How to implement default properties in a nice and usable way
            Asked 2022-Apr-15 at 10:19

            I really loved the idea of default implementations on interfaces in C#8. But after trying it the disappointment was big...

            So here's a simple example which I've found a part of the answer to in C#8 interfaces with properties/methods defined in them - apparently not working already why this is:

            ...

            ANSWER

            Answered 2022-Apr-15 at 10:19

            As others have pointed out, this isn't really the intended usage for default interface methods. As the documentation states:

            The most common scenario is to safely add members to an interface already released and used by innumerable clients.

            For the way you want to use it, there's another mechanism available: Static extension methods. As you're probably already aware, this mechanism is used extensively in the CLR for things such as IEnumerable extension methods.

            For your case, you could include the following static extension class alongside the interface:

            Source https://stackoverflow.com/questions/71881410

            QUESTION

            C++ If statement before case in switch
            Asked 2022-Apr-11 at 13:44

            I am tasked to rewrite some old software for my company and found an interesting construct inside the sources.

            ...

            ANSWER

            Answered 2022-Apr-11 at 13:44

            Is there any reason ... why you would write a construct like that?

            Only the author knows for sure (even they might not know). If there is source versioning metadata available, then associated commit message might be useful. Without more information, we can only guess what they were thinking. Some potential answers:

            • The author assumed that the condition of the if-statement would have some effect, but they were wrong and the mistake wasn't tested.
            • It's a vestigial result of some refactoring.
              • Perhaps some code was removed that used to make the statement meaningful.
              • Or perhaps it was copied from elsewhere where it did have a meaning.
              • Or perhaps there used to be a series of if-statements and there was an intention to replace them with a switch, but the change was half-assed.

            Source https://stackoverflow.com/questions/71828383

            QUESTION

            fetch() retrieved data in JS (React) throws error with no apparent reason
            Asked 2022-Apr-01 at 22:27

            I think is related to babel or javascript-language package in the text editor (Atom), because I am actually coding along a tutorial and I am just starting and I already get error after running "npm start or yarn start". I have exactly the same code as in the tutorial but in my case it prompts the following errors:

            This is my code:

            ...

            ANSWER

            Answered 2022-Mar-30 at 15:12

            The curly braces here make this a function, and it's expecting a return value. Your intention is to return an object. To do that, add parentheses.

            Source https://stackoverflow.com/questions/71679705

            QUESTION

            How do I make ggrepel move (some) labels outside US map boundaries?
            Asked 2022-Apr-01 at 19:58

            I'm trying to create my first map using ggrepel, but as you can see I've instead created a dumpster fire of overlapping labels. Most of the locations I'm mapping and labelling are clustered in the northeast, so the labels overlap. How do I get some of the labels to slide over beyond the map boundaries (in the ocean, so to speak)? Here's the code I used to create this monster:

            ...

            ANSWER

            Answered 2022-Mar-31 at 15:59

            With a little data manipulation, you could move the labels out to either side of the country an draw segments to connect the labels to the universities:

            Source https://stackoverflow.com/questions/71686257

            QUESTION

            Serializing complex ASTs in Haskell
            Asked 2022-Mar-25 at 04:26

            I'm using a library in Haskell which has this very, very complex recursive data structure that represents an AST. It contains dozens of different constructors, some with simply recursive definitions, some with mutually recursive definitions, and it's all around nasty.

            I want to be able to serialize this giant recursive monster into a JSON string, and then be able to de-serialize it. It's a data class, so I feel I should be able to just have some sort of generic function that turns it into a giant human-readable string in JSON format. I really, really want to avoid writing custom serialization logic for it's 80+ constructors.

            Is this even possible?

            To clarify, I'm trying to serialize this data structure, which is part of the official GHC API. I'm aware pretty-printing gives me a string but I'd really like this as a JSON structure.

            EDIT: The class is too complex for Generic to create a suitable ToJSON and FromJSON, unless I'm missing something.

            ...

            ANSWER

            Answered 2022-Mar-09 at 18:45

            The only reasonable approach will be to use standalone deriving clauses to derive Generic instances for (most of) the types involved, and generate as many FromJSON/ToJSON instances as possible using the default Generic-based defaults.

            I started fiddling with it, and I saw no insurmountable technical barriers, but the amount of boilerplate required is non-trivial. You'll need a boatload of Generic instances. You may also need to work with a modified copy of the ghc-lib source, because some types (e.g., TyCon) are not exported with their constructors, preventing derivation of the instances.

            Overall, the Generic instances aren't so bad because most can be derived polymorphically in the phase:

            Source https://stackoverflow.com/questions/71400374

            QUESTION

            Should I add interfaces for my simple game classes?
            Asked 2022-Mar-14 at 23:32

            I'am trying to create an UML class diagram for a simple game. I've three inheritance classes (NPC, Player, Monster) and they should interact with each other (e.g. in an attack).

            I wonder if I should use interfaces in my simple case. Also how can I expand my diagramm?

            ...

            ANSWER

            Answered 2022-Mar-14 at 23:32

            Your class Character is specialized into: NPC (Non-Player Character), Player and Monster and you wonder if you'd need an interface:

            • As a Monster seems to be a non-player character, it should probably inherit from NPC instead of Character
            • As a human player really is not a character but just happen to be represented by a character in the game, it could be interesting to separate the responsibilities of the Player and the corresponding Character. So you'd have a simple association between the two and not an inheritance. An immediate advantage, is that the player could chose the preferred character to impersonate him/her.
            • A mediator could be used to manage the interaction between the all the characters in the game. You could create a Colleague interface, and let different classes implement this interface. But if your Colleagues are necessarily all Characters, you could just rely on the superclass as you did.

            More generally, an additional interface is a proven approach if you want to decouple classes. You should definitively consider them if you'd develop a game engine that is to be reused in a lot of different games: you'd then have an engine that relies only interfaces that are independent of any specific game. Each game would then pick the relevant classes to implement the interfaces. But for your specific case, it seems to be an overkill.

            This being said, the main challenge you'll be confronted with is that you'll end up with deep class hierarchies that'll be difficult to evolve. This is why, the game industry prefers the entity-component-system pattern that prefer composition over inheritance. But this is a different story, and there are full books on that topic ;-)

            Source https://stackoverflow.com/questions/71461294

            QUESTION

            How to set text from encapsulated variable
            Asked 2022-Mar-12 at 16:06

            I have placed this code in a new class

            ...

            ANSWER

            Answered 2022-Mar-12 at 10:43

            Custom constructor is not properly initialized. When call Monster vampire = new Monster("Vampire", 2000, 300, 25); no values are set, so obvious null:string and 0:numbers returns (java default initializers).

            Adapt with:

            Source https://stackoverflow.com/questions/71448790

            QUESTION

            Redux toolkit returning extra object
            Asked 2022-Mar-04 at 16:22

            I'm saving an array on redux toolkit like this

            my slice:

            ...

            ANSWER

            Answered 2022-Mar-04 at 16:22

            A few things:

            (1) You're saving all of inside of a javascript object, not an array, which means that all items are stored as a key, value pair (e.g. game_id: ''). Also, duplicate keys are not allowed.

            (2) In your reducer, saveUserGames, you take the object games and it to your initial state with the following piece of code, return { ...state, ...games };. What you're doing here is essentially adding a value to your object without a key, so javascript is giving it the keys you're seeing (e.g. 0, 1, 2, etc.)

            To fix your problem you can do one of the following:

            (1) If you want to use an array, change your initial state to an array; however, doing so will not allow you to use key, value pairs like you currently are.

            (2) I suggest making your initial state an empty object and adding any new objects in your reducer to your initial state like so: state.userGame[game_id] = [action.payload].

            Source https://stackoverflow.com/questions/71353937

            QUESTION

            can't import dynamic value inside curly braces - Zero to Mastery React
            Asked 2022-Feb-21 at 13:53

            it's my first question on StackOverflow; quite basic

            I'm studying the "Zero to Mastery" react course, and I can't understand why I can't use ${} or {} inside the image source, I mean the props.monster.id

            ...

            ANSWER

            Answered 2022-Feb-21 at 13:52

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

            Vulnerabilities

            No vulnerabilities reported

            Install monster

            You can download it from GitHub.

            Support

            You can browse the documentation online at Guidelines.md. The documentation covers everything you should need including installing the library, a table of contents, and an extensive reference section with examples.
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