capsule | Cross-platform hotkey short video capture for games | Video Utils library
kandi X-RAY | capsule Summary
kandi X-RAY | capsule Summary
capsule augments any game so that pressing a key records a video+audio clip. Those clips can be easily shared later, see this tweet for example.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of capsule
capsule Key Features
capsule Examples and Code Snippets
def register_custom_device(device_capsule, device_name, device_info_capsule):
"""Calls TFE_RegisterCustomDevice to register a custom device with Python.
Enables using C extensions specifying a custom device from Python. See the
experimental ea
def to_dlpack(tf_tensor):
"""Returns the dlpack capsule representing the tensor.
This operation ensures the underlying data memory is ready when returns.
```python
a = tf.tensor([1, 10])
dlcapsule = tf.experimental.dlpack.to_dlpack(
function d(a){"number"==typeof arguments[0]&&"number"==typeof arguments[1]&&(a={length:arguments[0],radius:arguments[1]},console.warn("The Capsule constructor signature has changed. Please use the following format: new Capsule({ radiu
Community Discussions
Trending Discussions on capsule
QUESTION
I have 2 simple capsules. 1 is stationary and the other is moving to the same tile on the tilemap using transform.position.
Both capsules have capsule colliders and rigid bodies. I've attempted to remove the rigid body but from what I can tell, the OnCollisionEnter function requires a rigid body to work.
My script, attached to both of these, is a simple:
...ANSWER
Answered 2021-Jun-12 at 19:36Here is an infographic
to show when a collision message will be detected by OnCollisionEnter
between two objects. Both objects will need some sort of collider, and will most likely need a Rigidbody
.
You will not want to set isTrigger
as that will not make it physically react to a collision, but will just detect when a collision occurs. It will also not call OnCollisionEnter
but will call OnTriggerEnter
. Setting both not as triggers, adding a collider, and giving them Rigidbodies
should allow the collision to be detected. You will also need to attach this script to one of the objects that have the collider. Are there other components on the objects you are using?
QUESTION
I want to fetch data from API and use the data in tabbar and tabview.
I want to create (Ayurved app), I have a list of subcategory in the api, I followed this documentation, so I need to add api's subcategory to my TabBar. So How can I do that? I don't understand how this will happen. This is my Tab Page.
...ANSWER
Answered 2021-Jun-12 at 19:47You can use a FutureBuilder
widget to make the API call then access the data you require from the response data to create the Tabs.
A Simple Example
QUESTION
th.nim
...ANSWER
Answered 2021-Jun-11 at 11:56PyCapsules
are defined here. You are receiving Bson
ref objects in a capsule at your python code, and if I'm understanding it correctly, they are C pointers. You could modify your code to return strings, or any other type that's not a ref object, so it works:
QUESTION
I need to set this:
...ANSWER
Answered 2021-Jun-10 at 18:14Try below code to initialise Host
and a Port
.
Host-:
QUESTION
I have a capsule object with Camera on it. Capsule has capsule collider with mesh, character controller. cylinder object (coin) is box collider with is trigger option being on. OnTriggerObject method doesn't help to destoy the coin object. Even used OnCollisionEnter, eventually have the same result. Also tried with rigidbody added to the player object and removed from coin object. Even don't remember what I tried on. Here is script attached to capsule object:
...ANSWER
Answered 2021-Jun-08 at 17:48Collision to work needs at least one rigidbody component, so attach rigidbody, check layers (Project Settings -> Physics)
Also read this: collisions unity
With normal, non-trigger collisions, there is an additional detail that at least one of the objects involved must have a non-kinematic Rigidbody (ie, Is Kinematic must be switched off). If both objects are kinematic Rigidbodies then OnCollisionEnter, etc, will not be called. With trigger collisions, this restriction doesn’t apply and so both kinematic and non-kinematic Rigidbodies will prompt a call to OnTriggerEnter when they enter a trigger collider.
QUESTION
The plane is the ground has a mesh collider.
I found that only if I change for testing the Capsule Collider Height to 5 and the Radius to 5 the player will not fall but will walk too high above the ground.
The way it is now the collider is on the player and touches the ground and yet the player is walking and moving inside the plane.
The ground settings :
The player settings :
When running the game the player is inside the plane the ground not falling down but inside :
...ANSWER
Answered 2021-Jun-10 at 15:21It could be that you have to turn on "convex" on the "floors" Mesh Collider
as described in the docs:
https://docs.unity3d.com/Manual/class-MeshCollider.html
Have you tried it adding a Box Collider
to the plane instead of a Mesh Collider
? Just for testing it?
Or could it be that another Mesh
inside the player model has a rigidbody but should not have one?
QUESTION
I’m hoping someone can point me in the right direction - I have been experimenting with SwiftUI, I’ve created a view somewhat similar to the Twitter Profile UI.
I seem to have a weird effect when the header collapses.
There is a ‘sweet spot’ in which the header is collapsed and the tab bar resizes by a small amount before the scroll view contains to scroll under the header.
You can see in this video.
I don’t want the tab segment to resize at all, instead it should simply stay in place once the header has collapsed and the scroll view should move freely underneath it.
I’m sure I am missing something obvious, however some fresh eyes might be just the help I need.
Any thoughts on this would be much appreciated!
...ANSWER
Answered 2021-Jun-08 at 17:07Here, Set 90 instead of 80. As your setting top tabbar view y offset 90 and your whole logic is based on 90 value.
QUESTION
I have written code which allows a user to click on a div to open a dropdown menu of radio buttons. I am trying to get the arrows to rotate 180* once the dropdown menus open, and to rotate back 180* when dropdown menu closes. I wrote a couple lines of code inside the current code block. I believe to be close to solving it. Any tips are greatly appreciated. Thank you! Will upload html, css, and js.
...ANSWER
Answered 2021-Jun-04 at 00:11Instead of toggling rotate, you can change its transform instead using jQuery:
QUESTION
I am trying to run a loop in a web scraping script that uses Beautiful Soup to extract data from this Page. The loop will loop through each div tag and extract 4 different pieces of information. It searches a h3, a div, and 2 span tags. But when I add the ".text" option I get errors from the 'date,' 'soldprice,' and 'shippingprice.' The error says:
...ANSWER
Answered 2021-Jun-03 at 11:25Problem is because before offers there is other div
with class="s-item__info clearfix"
but without date, soldprice,shippingprice
.
You have to add find
to search only in offers
QUESTION
I have created 5 categories of radio buttons, each with 3 choices to choose from. I have inserted these radio buttons into its respective divs. While building the radios buttons, I had believed that when the user clicks on the div itself, the radio button will be selected as well. I found out that this is not the case. At first I set input [type=radio] opacity 0 so the circle box is hidden, dont want it to show. I removed this css property to see if its being selected but its not. Is there a way to select the radio button without clicking on the circle, and by clicking on the div that it is in? Im think that maybe my HTMl is incorrect, not sure where to go with this. Any tips are greatly appreciated. I will post html of one category of the radio buttons and current display of the radio buttons.
...ANSWER
Answered 2021-Jun-01 at 22:20Your labels are not surrounding the div
contents. They are currently just empty labels (e.g, ), so obviously nothing is happening.
This should work:
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Install capsule
Download some dependencies
Generating Makefiles, MSVC project files, etc.
Doing 32/64-bit tests
Bundling required libraries with the final executable
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