fstring | New generation STL String implementation | 3D Printing library
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New generation STL String implementation with powerful features.
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QUESTION
I'm getting strings of game-chat from a server and I need to check if a user is mentioned in that string and if he is, I need to find him on the server and mention him because I can't just send the string as it is as it's not mentioning him.
Here's a simple example:
...ANSWER
Answered 2021-May-31 at 22:29This is actually very non-trivial. You've already said it yourself
"if the the person has spaces in his name, how do you know when the name ends?"
The only option I can think of to reliably check if a username (containing spaces) exists is to iteratively check each combination of spaced words as long as a certain semantic criteria is met.
In Discord, the only restrictions usernames have is that it can be at max 32 characters long. AFAIK you can have every symbol, emoji whatsoever in your name...
To illustrate, the statements would look something like this
QUESTION
I am currently trying to download a File from a public git-Repository using curl in my Unreal C++ Project. Here is the code I'm trying to execute that I derived from the FTP-Example:
...ANSWER
Answered 2021-May-07 at 14:00I didn't manage to get it working in the end (I suspect it's an Unreal-Related Bug), but I found another way using the included Unreal HTTP Module:
QUESTION
I just downloaded VS Code this week and have run into a problem accessing different versions of Python.
When I run a python file called set.py from the command line via python set.py, VS Code is accessing the Python 2.7 version that came with my MacBook. When I run python --version it confirms that VS Code is using Python 2.7.16.
However, when I right-click in the editor and select Run Python File In Terminal it appears to be using the updated version 3.9.4. I have tested this by using an fstring (available in 3.9 but not in 2.7). The fstring code throws an error in the first method but clears fine in the second. Here's my code:
...ANSWER
Answered 2021-Apr-25 at 02:28On macOS and linux, you will have a system python that tends to be old and you don't want to touch it because there are system utilities that rely on it.
You will also have the user-installed python, which here is python 3.9.
If the system python is python2, then the command python
will typically invoke python2 and the command python3
will invoke python3.
In VS Code on Windows, when you launch a terminal window from the IDE, it will activate the interpreter/environment you've chosen for your project (typically by CTRL-SHIFT-P and then Python: Select Interpreter). I've noticed on Linux that it will not do this (and this may also be the case on macOS), so if I want to use a specific version or environment, I need to specify it or activate it as my first command in the terminal with something like conda activate myenvname
.
Unlike in the terminal, VS Code will use the selected interpreter if you run code directly from the IDE (using Run Without Debugging or Control + F5).
QUESTION
I've googled a lot but can't seem to find anything about this problem, or maybe since I'm a noob I'm not searching the correct keywords. I did find one question but it was using an f-string inside a lambda function which is the exact opposite of what I need.
So I have a counter flag called tc
which checks if the sum of two numbers exceeds a certain predefined constant. The counter flag works fine and gets 1
or 0
correctly. The thing I can't do is the next part of the program.
I want to directly check the condition and return it in an f-string.
Till now I've been able to make this.
ANSWER
Answered 2021-Mar-31 at 16:56Why not just this? You do not need a lambda here.
QUESTION
I'm using curl to perform a POST request, but I can't assume my target platform to have curl available, so I'm trying to rewrite my curl request in HTTP (which is guaranteed to be available). My knowledge of both curl and HTTP is very limited, so I'm hoping someone can point out what I'm doing wrong.
My curl request (command line):
...ANSWER
Answered 2021-Mar-29 at 08:40I finally figured it out. I'm not sure how to report what I was doing wrong, but I think it had to do with what happens under the hood in:
QUESTION
I am looking use web sockets in Unreal. I am following the tutorial found here: Web Socket Tutorial
Most notably I am trying to bind to the events before connection. In the example, they use .AddLambda
however, I would like to try to use .AddUFunction
. It seems the function takes in the Object, the function name, and VarTypes ...types
. I can't seem to figure out what the last parameter is for the delegates that use parameters. (At least I believe that is the problem anyway) The functions themselves have the correct signature and matches the delegates I want to bind to.
Here is what I have so far:
...ANSWER
Answered 2021-Mar-24 at 22:46Please read the Documentation on Events
You must declare function signatures that match that of the Event Delegate within your class for which a function pointer will be bound.
The example image above is from the Engine Source.
QUESTION
Hello my fellow coders - I am in need of an assistance for this problem
I have MyPlayerController.c (.h), MyGameHUD.c (.h) and MainUIWidget.c (.h)
MyGameHUD is custom class default HUD for MyPlayerController in MyGameMode MainUIWidget is custom class - simple widget with few buttons MyPlayerController is custom class
I want to spawn actor on MyPlayerController when button on MainUIWidget is pressed
Until now I got only access violations because it seems that UWorld is not accesible from MainUIWidget
MainUIWidget.h
...ANSWER
Answered 2021-Mar-15 at 06:03Please provide the exact Crash details.
To me this looks like your attempting to use GetOwningPlayer()
to cache in PlayerControllerPtr
of your Widget, however when creating the Widget in MyGameHUD::DrawUI()
you are not specifying to the Widget what its Owning Player is.
Please call SetOwningPlayer(PlayerControllerPtr)
on the Widget when you add it to the Viewport so that it knows which Player owns it. This will cause the GetOwningPlayer()
function to actually return a value.
I suspect that your crash is actually occurring inside this function
QUESTION
I have a bunch of json files that look like this:
...ANSWER
Answered 2021-Mar-15 at 02:07You can use the .keys()
function of a dictionary to get a list of keys. Here's an example to calculate the opening average:
QUESTION
I have a custom C++ class named UHandsAnimInstance :
...ANSWER
Answered 2021-Mar-09 at 22:25The Assets within the Content Browser are not real "instances" of those Objects.
If you want to be able to select the Asset Type from the Content Browser and input it into a Property, you will be required to use a TSubclassOf
type.
This will give you a UClass*
to the Asset Type. Keep in mind this is not an instance. If you want to access default property data on that Type you can use its CDO (Class Default Object). The CDO can be accessed directly from the UClass*
.
UHandsAnimInstance* MyHandsAnimCDO = Cast(MyClass->GetDefaultObject());
The above CDO will require casting to your particular type. Then you can access any Property Default values from there. Do not modify or call non-const functions on the CDO, it is not design to be mutable in the general sense as it is only the template Object from which real instances are generated with at runtime.
If you are looking for a specific instance of your UHandsAnimInstance
you will need to find the associated Skeletal Mesh that it has been instantiated with.
QUESTION
I have some strange and stupid situation. I have this part of code:
...ANSWER
Answered 2021-Mar-08 at 22:27If you need UTF-16 string laterals, you can use statements like this:
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