Blocky | blockchain application in C | Blockchain library

 by   gilda C++ Version: Current License: No License

kandi X-RAY | Blocky Summary

kandi X-RAY | Blocky Summary

Blocky is a C++ library typically used in Blockchain, Ethereum, Bitcoin applications. Blocky has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Blocky is a blockchain project.
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              Blocky has a low active ecosystem.
              It has 5 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Blocky has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Blocky is current.

            kandi-Quality Quality

              Blocky has no bugs reported.

            kandi-Security Security

              Blocky has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Blocky does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Blocky releases are not available. You will need to build from source code and install.

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            Blocky Key Features

            No Key Features are available at this moment for Blocky.

            Blocky Examples and Code Snippets

            No Code Snippets are available at this moment for Blocky.

            Community Discussions

            QUESTION

            Choose whether to show one component or another with ionic and angular framework
            Asked 2021-Apr-23 at 07:52

            I am developing an app with ionic and angular. In one specific page I added a component into the ion-content, however now I want to choose to display another one when I click a button. I have been looking for an option but it has been imposible for me to find how to do it. This is my actual code:

            ...

            ANSWER

            Answered 2021-Apr-23 at 07:52

            define your boolean properties to show components or not:

            Source https://stackoverflow.com/questions/67224905

            QUESTION

            Is it possible to fix rounding issues when pixelizing UV coordinates?
            Asked 2021-Mar-11 at 16:23

            I'm working on a blocky voxel game. I implemented smooth shading from the 0fps article, and it worked great.

            Today I decided I wanted to make it less-smooth by pixelizing it. Each of the vertices that make up the triangle strip (the quad) have a vec4 shadows. And I just bilinearly interpolate between those 4 shadow points using the UV coordinates that would otherwise be for a texture..

            ...

            ANSWER

            Answered 2021-Mar-11 at 16:23

            You need to add 0.5 to the result of floor, like so:

            Source https://stackoverflow.com/questions/66585945

            QUESTION

            C# type arguments cannot be inferred
            Asked 2021-Feb-24 at 07:09

            Learning about generics.. I have a generic array handler that allows various array manipulations on specific types. I was told to sort the test data using a constraint on T with IComparable but couldn't figure it out where to put the condition so I just used Sort which uses IComparable (even if it gets the result it likely wasn't how I was supposed to make it).

            Anyway, I also have a method to extract a section of an array, which is where the errors appear. Such as this one:

            CS0411: The type arguments for method 'ArrayHelper_T.GetSubArray(T[], int, int)' cannot be inferred from the usage. Try specifying the type arguments explicitly.

            If I use the other one that I out-commented (Program/ Main) I get a different error I don't know how to fix either. I read the msdn on generics and interfaces, and looked at similar error questions here but it didn't help me finding solutions.

            ...

            ANSWER

            Answered 2021-Feb-24 at 07:09

            You are using a generic type parameter both for the class and on methods and you are mixing them up.

            A correct type declaration would be

            Source https://stackoverflow.com/questions/66335331

            QUESTION

            How to specify how lossy/lossless a .webm conversion will be (in ffmpeg)?
            Asked 2021-Feb-16 at 01:20

            I can't seem to understand how to make the conversion lossless (or at least visually lossless)? The outputs have some fast moving parts at times, and the output would become blocky; I would like to keep it as lossless as possible, while still maintaining some compression. What would I have to tweak at the command line? Thanks you~

            ffmpeg -c:v libvpx-vp9 -i in.webm -c:v libvpx -vf scale=400:416,hue=h=45:s=1 -auto-alt-ref 0 out.webm

            ...

            ANSWER

            Answered 2021-Feb-16 at 01:20

            According to FFmpeg Wiki: VP9, "two-pass is the recommended encoding method for libvpx-vp9 as some quality-enhancing encoder features are only available in 2-pass mode". Example of your command:

            Source https://stackoverflow.com/questions/66216845

            QUESTION

            Recommendation System by using Euclidean Distance (TypeError: unsupported operand type(s) for -: 'str' and 'str')
            Asked 2021-Jan-03 at 19:48

            I have a problem about implementing recommendation system by using Euclidean Distance.

            What I want to do is to list some close games with respect to search criteria by game title and genre.

            Here is my project link : Link

            After calling function, it throws an error shown below. How can I fix it?

            Here is the error

            ...

            ANSWER

            Answered 2021-Jan-03 at 16:00

            The issue is that you are using euclidean distance for comparing strings. Consider using Levenshtein distance, or something similar, which is designed for strings. NLTK has a function called edit distance that can do this or you can implement it on your own.

            Source https://stackoverflow.com/questions/65551325

            QUESTION

            How to get this rounded corner effect using only CSS?
            Asked 2020-Nov-12 at 07:10

            This is the design I'm going for: design with rounded corners

            And this is what I have implemented so far: implementation with blocky segments

            How can I achieve the rounded corners effect on opposite corners, as shown in the intended design? Right now, each of the segments are their own HTML element and are encompassed in a HTML block that does have the rounded corner effect, but it is under the rectangular segments. Is there some sort of clipping that I can do so that the shape of the HTML element under the segments can be superimposed onto the segments so that they have the rounded colors in the right spots (I don't want the breaks between colors to be rounded also)?

            This is in angular, by the way.

            ...

            ANSWER

            Answered 2020-Nov-12 at 05:40

            Use border-radius on the parent + overflow: hidden.

            Source https://stackoverflow.com/questions/64798459

            QUESTION

            How do I move an image smoothly after clicking in pygame?
            Asked 2020-Sep-23 at 18:09

            I have decided to make my game in pygame instead, and here is what I have coded so far:

            ...

            ANSWER

            Answered 2020-Sep-23 at 17:35

            Couple of this I can spot. Firstly, function and class definitions are supposed to be outside of main loop because defining the same thing over and over again in a loop doesn't make any sense. Second you are calling pygame.display.flip twice, which is not needed. Flip should only be called once, otherwise it causes flickering. Third, you are drawing in __init__ method and creating a new instance every frame. Usually, an instance is only made once, and there are methods of that instance to do something with that instance. So, instead of drawing in the __init__, make a new method called draw.

            Now to answer your question, it moves in blocks becasue:

            1. You are moving it 25 frames at once, so it skips 25 pixel at once and draws again in the new position.
            2. You are using pygame.MOUSEBUTTONDOWN. This function only returns once true per click. So if you hold down your mouse button, it wouldn't work because it returns True in the first frame and None after that. To continuously update the mouse state, you need to use pygame.mouse.get_pressed().

            New code with everything I mentioned above implemented (NOTE: I changed images to surfaces to make it work, so you might wanna change it to image again):

            Source https://stackoverflow.com/questions/64032594

            QUESTION

            Apache Guacamole XRDP desktop shows sometimes blurry
            Asked 2020-Sep-18 at 09:55

            I'm using Apache Guacamole 1.2.0 and XRDP 0.9.12 on Ubuntu 20.04.

            When looking at the remote desktop the fonts are shown sometimes reasonably sharp (alas still less than when opening an RDP connection directly), but often become blurry/blocky, as shown in the following screenshot.

            It's possible to "provoke" this by letting the browser window loosing the input focus. But it also happens while working on the remote desktop. By triggerings repaints (e.g. by going with the mouse over the text) the fonts become sharp again at the repainted screen regions while staying blurry at the other screen regions.

            The RDP connection settings in Guacamole are configured like this:

            I played a bit with the font smoothing and caching options, but could not improve the situation. Is there any way to keep the fonts from "going blurry"?

            Best regards,

            Bernd

            ...

            ANSWER

            Answered 2020-Sep-18 at 09:55

            I reinstalled with compiled versions xrdp 0.9.14 and xorgxrdp 0.2.14 - I had to do this anyway, because file sharing does not work between Guacamole and xrdp 0.9.12.

            As a "side effect", the blocky/blurry appearance is gone now, too. Either it has been fixed with the newer version or my old installation was somehow faulty.

            Source https://stackoverflow.com/questions/63902378

            QUESTION

            I am trying to make a moving object but the code isn't doing anything. I'm wondering what the problem is?
            Asked 2020-Aug-26 at 19:03

            I am very new to JavaScript and HTML and CSS. I have read through my code multiple times and I can't seem to figure out what makes it not work. It is not returning any errors, but it's not working as expected. I'm trying to get a square on the screen to move on the press of WASD. I got the square to appear but nothing happens when WASD is pressed. I feel like the solution must be simple but I can't figure it out.

            ...

            ANSWER

            Answered 2020-Aug-26 at 19:03

            You need to compare the keyPressed variable like this (keyPressed === 87 || keyPressed === 83)

            Also, you can listen for a keydown event using the following function:

            Source https://stackoverflow.com/questions/63603950

            QUESTION

            Perlin noise problem: clearly visible lines in result
            Asked 2020-Aug-25 at 01:29

            I have been implementing a perlin noice generator in python. It works pretty well except for clearly visible lines in the result.

            The problem seems to be related to where i switch between gradients in X-direction.

            Here is the code:

            ...

            ANSWER

            Answered 2020-Aug-25 at 00:03

            To answer your question, I am not certain if this is the entire issue, but I do see one error. In X, you lerp along sx from X0 to X1. But in Y, you lerp along sy from Y1 to Y0. Swapping Y1/Y0 in the topLeftDot-bottomRightDot vars should fix that. Alternatively, switch which variables are in which parts of the lerp return line. If this doesn't solve it, try reversing X0/X1 instead. I am wondering why your image shows the discontinuities breaking up the X axis instead of breaking up the Y axis.

            To add, I see that you are using an integer cast to turn x,y into X0 and Y0. This will work fine for postive numbers, but might not work for negative numbers. See this question and its answers for more info.

            Finally, my general recommendation: Perlin is an old method for noise that tends to produce very grid-aligned looking results. Once you get your noise working, or if you look at other images of Perlin noise, it may become apparent that a lot of the parts of the noise are aligned 45 or 90 degrees (Perlin is top row). This can be a rewarding programming exercise, but if you're going further than a programming exercise then I would suggest coding or using a good Simplex or Simplex-related noise implementation. See this post for an elaboration on implementing 2D simplex noise out of Perlin, or this if you want an easy-to-import Simplex-related noise to use in your project.

            Source https://stackoverflow.com/questions/63569144

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

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            gh repo clone gilda/Blocky

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