Flash | Arduino library for smoother , easier access
kandi X-RAY | Flash Summary
kandi X-RAY | Flash Summary
An Arduino library for smoother, easier access to Flash data.
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QUESTION
Been having issues with this for a couple days, not sure why the text I'm rendering on the canvas is flashing so much. I'm using the requestAnimationFrame() function, but its still flickering.
What I want to have happen is for the text to move smoothly and they remove themselves from the array when they move completely off screen.
...ANSWER
Answered 2022-Mar-07 at 15:51The flickering you are seeing results from your looping code, where you skip elements of the array when deleting elements (Element 3 needs to be deleted? You call splice(3, 1)
and then continue with the loop at index 4. Since the array shifts when you call splice
, you should process element 3 again).
The imho easiest way to fix this is to iterate backwards over the array. Please note that iterating backwards is less CPU cache efficient (because every array access leads to a cache miss), so another fix would be
QUESTION
I am getting this error when I try to sign up a user. After this error, I'm still able to sign in with the user it would've created, but it always shows me this upon registration. Please let me know if there's other information you need. Been stumped on this for a few days.
Here is the callback for the error:
...ANSWER
Answered 2022-Jan-03 at 12:08This seems to a be a known issue with Rails 7 and Devise now. To fix it in the meantime simply add the following line to your devise.rb.
config.navigational_formats = ['*/*', :html, :turbo_stream]
QUESTION
I'm using docker-compose
to launch a commandbox lucee container and a mysql contianer.
I'd like to change the web root of the lucee server, to keep all my non-public files hidden (server.json etc, cfmigrations resources folder)
I've followed the docs and updated my server.json
https://commandbox.ortusbooks.com/embedded-server/server.json/packaging-your-server
ANSWER
Answered 2022-Feb-24 at 15:19You're using a pre-warmed image
QUESTION
I am trying to link Cortex-M4 firmware with clang + lld. The gcc build works fine. I am using the stock CMSIS linker script with only RAM & ROM size adjusted (bases are the same). Beginning of the script (without comments):
...ANSWER
Answered 2022-Feb-08 at 09:57I fixed it by removing COPY
and adding NOLOAD
to the stack section. It builds and runs fine both with gcc and clang.
QUESTION
ANSWER
Answered 2021-Aug-03 at 11:33It is the expected behaviour. You are constructing two separate app bars for both the screens so they are bound to flash. This is not the correct way. The correct way would be to actually put the scaffold in your main activity and place the NavHost as it's content. If you wish to modify the app bar, create variables to hold state. Then modify them from the Composables. Ideally, store then in a viewmodel. That is how it is done in compose. Through variables.
Thanks
QUESTION
I am working on an Online E-Learning website with Laravel 5.8 and I need to run a query for updating exam results of users that have been participated in the exam.
Here is the Controller method for updating exam scores:
...ANSWER
Answered 2022-Jan-21 at 09:59There is a chunk method in laravel for queuing large data. You can chunk the data and try importing datas Here is the link for reference: here
I hope this link will help you. Here is what documentation says about it.
If you need to work with thousands of database records, consider using the chunk method provided by the DB facade. This method retrieves a small chunk of results at a time and feeds each chunk into a closure for processing. For example, let's retrieve the entire users table in chunks of 100 records at a time:
QUESTION
I have been facing some problem while updating the data in the db using mongoose, Therefore thanks in advance for the help.
I have been sending some data from a dynamic form that contains different set of fields each time... but when i update the array in the db it changes those fields.
This was my controller function earlier:-
...ANSWER
Answered 2022-Jan-08 at 11:04$set
will replace a new value for the key. If you use the 3rd value then the $set
will replace the 3rd value, use $push
instead of $set
operator.https://docs.mongodb.com/manual/reference/operator/update/push/
QUESTION
I would like to make a component in SvelteKit which has a randomized parameter. The problem is that the value this parameter takes is different for when the page is rendered server-side versus when that page becomes hydrated.
For example, consider this component:
...ANSWER
Answered 2022-Jan-15 at 01:08You have a few options here:
- Set the random numbers in onMount so they're only set on the client. This will cause a FOUC, however, since the box won't be server rendered.
QUESTION
With a fresh install of Windows 11 (in case it matters) and a fresh install of Visual Studio 2022 release (not preview) new Blazor WASM projects (the default template) hot reload works fine.
On the same machine, same version Visual Studio, a project upgraded from 5 to 6 (including all nuget packages).... no hot reload. The button is active, you can click it, it flashes and looks like something should be happening, but the browser does not update at all.
I have checked that all projects are re-targeting .Net 6. The application actually runs just fine.
I am NOT running with Debugging, as I understand that Debugging + WASM + Hot Reload does not work.
Has anyone had success upgrading from .Net 5 to .Net 6 and getting Hot Reload to work? Is there some critical step I'm missing?
...ANSWER
Answered 2021-Nov-18 at 16:13https://github.com/dotnet/aspnetcore/issues/28293
in the startup file, it seems the middleware UseResponseCompression() breaks hot reload completely.
This fixes it
QUESTION
I want make a Direct2D GUI that will run on a DLL and will render with the Direct3D of the application that I inject into it.
I know that I can simply use ID2D1Factory::CreateDxgiSurfaceRenderTarget
to make a DXGI surface and use it as d2d render target, but this require enabling the flag D3D11_CREATE_DEVICE_BGRA_SUPPORT
on Direct3D's device.
The problem is that the application creates its device without enabling this flag and, for this reason, ID2D1Factory::CreateDxgiSurfaceRenderTarget
fails.
I am trying to find a other way to draw on the application window (externally or inside window's render target) that also works if that window is in full-screen.
I tried these alternatives so far:
Create a d2d render target with
ID2D1Factory::CreateDCRenderTarget
. This worked, but the part I rendered was blinking/flashing (show and hide very fast in loop). I also calledID2D1DCRenderTarget::BindDC
beforeID2D1RenderTarget::BeginDraw
, but it just blinks but a bit less, so I still had the same issue.Create a new window that will always be on the top of every other window and render there with d2d but, if the application goes into full-screen, then this window does not show on screen.
Create a second D3D device with enabled the
D3D11_CREATE_DEVICE_BGRA_SUPPORT
flag and share anID3D11Texture2D
resource between the device of the window and my own, but I wasn't able to make it work... There are not a lot of examples on how to do it. The idea was to create a 2nd device, draw with d2d on that device and then sync the 2 D3D devices – I followed this example (with direct11).Create a D2D device and share the data of d2d device with d3d device; but, when I call
ID2D1Factory1::CreateDevice
to create the device it fails because the D3D device is created without enabling theD3D11_CREATE_DEVICE_BGRA_SUPPORT
flag. I started with this example.
I've heard of hardware overlay but it works only on some graphics cards and I think I will have problems with this https://docs.microsoft.com/el-gr/windows/win32/medfound/hardware-overlay-support.
I am currently at a dead end; I don't know what to do. Does anyone have any idea that may help me?
Maybe is there any way to draw on screen and work even if a window is in full-screen?
...ANSWER
Answered 2021-Oct-21 at 02:02The #3 is the correct one. Here’s a few tips.
Don’t use keyed mutexes. Don’t use NT handles. The only flag you need is D3D11_RESOURCE_MISC_SHARED
.
To properly synchronize access to the shared texture across devices, use queries. Specifically, you need a query of type D3D11_QUERY_EVENT
. The workflow should look like following.
Create a shared texture on one device, open in another one. Doesn’t matter where it’s created and where imported. Don’t forget the
D3D11_BIND_RENDER_TARGET
flag. Also create a query.Create D2D device with CreateDxgiSurfaceRenderTarget of the shared texture, render your overlay into the shared texture with D2D and/or DirectWrite.
On the immediate D3D device context with the BGRA flag which you use for D2D rendering, call
ID3D11DeviceContext.End
once, passing the query. Then wait for theID3D11DeviceContext.GetData
to return S_OK. If you care about electricity/thermals useSleep(1)
, or if you prioritize latency, busy wait with_mm_pause()
instructions.Once
ID3D11DeviceContext.GetData
returned S_OK for that query, the GPU has finished rendering your 2D scene. You can now use that texture on another device to compose into 3D scene.
The way to compose your 2D content into the render target depends on how do you want to draw your 2D content.
If that’s a small opaque quad, you can probably CopySubresourceRegion
into the render target texture.
Or, if your 2D content has transparent background, you need a vertex+pixel shaders to render a quad (4 vertices) textured with your shared texture. BTW you don’t necessarily need a vertex/index buffer for that, there’s a well-known trick to do without one. Don’t forget about blend state (you probably want alpha blending), depth/stencil state (you probably want to disable depth test when rendering that quad), also the D3D11_BIND_SHADER_RESOURCE
flag for the shared texture.
P.S. There’s another way. Make sure your code runs in that process before the process created their Direct3D device. Then use something like minhook to intercept the call to D3D11.dll::D3D11CreateDeviceAndSwapChain, in the intercepted function set that BGRA bit you need then call the original function. Slightly less reliable because there’re multiple ways to create a D3D device, but easier to implement, will work faster, and use less memory.
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