clipp | expressive command line argument parsing for modern C++ / | Parser library

 by   muellan C++ Version: v1.2.3 License: MIT

kandi X-RAY | clipp Summary

kandi X-RAY | clipp Summary

clipp is a C++ library typically used in Utilities, Parser applications. clipp has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

clipp - command line interfaces for modern C++.
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            kandi-support Support

              clipp has a medium active ecosystem.
              It has 1043 star(s) with 128 fork(s). There are 27 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 33 open issues and 19 have been closed. On average issues are closed in 24 days. There are 13 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of clipp is v1.2.3

            kandi-Quality Quality

              clipp has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              clipp is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              clipp releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of clipp
            Get all kandi verified functions for this library.

            clipp Key Features

            No Key Features are available at this moment for clipp.

            clipp Examples and Code Snippets

            No Code Snippets are available at this moment for clipp.

            Community Discussions

            QUESTION

            Modal increase width using vw
            Asked 2020-May-12 at 11:25

            Increase modal size probably around width: 70vw and add a minimum width in pixels.

            In order for the text in the field not to be clipp or cut I wanted to widen the modal probably around width: 70vw and add a minimum width in pixels. Anyone has an idea of that regarding css ?

            math dialog or modal container ...

            ANSWER

            Answered 2020-May-12 at 11:25

            QUESTION

            OpenGL shader problem (not displaying anything)
            Asked 2018-Dec-17 at 19:10

            I am fairly new to OpenGL and i was following this tutorial on Shaders https://learnopengl.com/Getting-started/Textures. I can't get mine to work, as the screen ends up just being entirely black. This code uses glew and glut instead of glfw like in the tutorial.

            What is going on?

            • I have a list of vertices, which i then store in the VBO, and it's attributes bind by VAO
            • Setting vertex attributes in order 3 vertex + 3 colors + 2 tex coords
            • glEnable(GL_TEXTURE_2D);
            • made sure to make GL_TEXTURE0 active so the next call to
            • glBindTexture(GL_TEXTURE_2D, texture) is referenced to this texture unit.
            • I load the texture with stbi_load function
            • Load up texture with glTexImage2D with parameters (width, height, texture_data) that was passed on to stbi_load beforehand as pointers so it loads them.
            • Create vertex shader, attach source (in VertexShaders.h), compile shader, print shader errors (none show up)
            • Create fragment shader, attach source(in FragmentShaders.h), compile shader, print shader errors(none show up)
            • Create a shader program (ourShader), attach vertex shader and fragment shader. Link "ourShader" program, and again print errors (none show up).

            Considerations:

            This is myDisplay callback:

            ...

            ANSWER

            Answered 2018-Dec-17 at 18:08

            glEnable(GL_TEXTURE_2D) is unnecessary when you use a shader, because weather the texture is used or not is implemented in the (fragment) shader.
            Your shader code defines if the texture is applied or not. glEnable(GL_TEXTURE_2D) is for use of the deprecated Fixed Function Pipeline, without a shader only.

            Also using the fixed function matrix stack (glMatrixMode, glLoadIdentity, gluPerspective, ...) is useless. You have to use Uniform variables (of type mat4). This functions change the matrices on the fixed function matrix stack. This matrices are applied to the fixed function vertex coordinates which are set by glVertex or glVertexPointer, but only if there is no shader code.
            If there is a shader you have to do the matrix transformations by yourself.
            In GLSL there exist the built-in uniforms like gl_ModelViewMatrix, gl_ProjectionMatrix or gl_ModelViewProjectionMatrix which allow you to access the matrices on the fixed function matrix stack. But this uniforms are deprecated, too and not any more accessible in GLSL #version 330 core.

            Write a shader with 2 uniforms mat4 u_proj and mat4 u_view. Transform the vertex coordinate by the shader code.

            Source https://stackoverflow.com/questions/53814284

            QUESTION

            What is the right offset for better drag effect?
            Asked 2018-Nov-19 at 17:33

            I am trying to make my cloud draggable. It works but as can be seen in the example that i have, the cloud always clippes from the center to the mouse possition.

            Here is my current set-up.

            ...

            ANSWER

            Answered 2018-Nov-19 at 17:33

            You need to remember the click location within the cloud's local coordinate system:

            Source https://stackoverflow.com/questions/53379393

            QUESTION

            How can I optimize this graphic-sprite-emulation routine?
            Asked 2018-Jan-25 at 01:52

            This routine is a windowed get/put-sprite emulation-routine. I'm Italian and I've not translated them. This routine is capable to flip-x-y the image before storing it in a 16 Byte aligned buffer. I omitted the precalculation routine for reasons of confidentiality. I learned thanks to the advice of Peter Cordes to fully use the LEA statement and is the first personal implementation of the ASSEMBLER 'BT' instruction:

            ...

            ANSWER

            Answered 2018-Jan-07 at 04:07

            Never use the slow loop instruction when optimizing for speed, except on AMD CPUs where it's not actually slow.

            Avoid partial-register slowdowns by using movzx for byte loads. (lodsb is slower than movzx + inc esi, so don't use it either). See http://agner.org/optimize/ for more x86 performance optimization stuff. (And also the links in the x86 tag wiki.)

            Your 2nd function is just a blend based on the bytes not being a special transparent value. Use SSE2 to optimize it with pcmpeqb and then blend with pand / pandn + por. Or SSE4.1 pblendvb.

            SSSE3 pshufb lets you more efficiently broadcast a byte to all positions.

            Especially if you make a version with a fixed width, like 16, 24, or 32 pixels wide, you'd avoid needing much in the way of scalar cleanup code to handle odd widths. But anything wider than 16 should be doable with potentially-overlapping first/last unaligned vector stores.

            And yes, making different versions of the function instead of passing integer flip / no-flip parameters is probably good, especially if you do the flipping with SSSE3 pshufb (or multiple SSE2 shuffles, or even scalar bswap). With pshufb you could have an identity shuffle (that leaves a vector unchanged instead of reversing), but it would be more efficient to have a separate loop for the no-flip case that just don't use pshufb at all.

            Source https://stackoverflow.com/questions/48130323

            QUESTION

            How to stop my Character's left arm and gun from rendering twice when he starts running fast?
            Asked 2017-Jul-17 at 06:21

            So initially I had trouble with my character's left arm and gun clipping through objects(not entirely though) and I followed the instructions in this unity3D post to fix this issue(Read through the top answer so you know what I did).

            Solution for FPS gun clipping through walls

            Now I'm having trouble figuring out how to stop my player left arm and gun from rendering twice when he starts running fast(Doesn't occur when I'm just walking or slightly running). I know it has something to do with there being two cameras but I need an additional camera to stop the gun and the player's arm from clipping through objects.

            Here is a picture that shows what I mean.

            IF you look closely, you can see that the AK-47's magazine is being rendered twice(there is very small gap there) as well as the left arm. I've fiddled with both camera settings and could not figure out a way to stop this from happening. How do I go about fixing this issue?

            ...

            ANSWER

            Answered 2017-Jul-17 at 06:21

            You need to disable the gun layer from rendering with the first camera. The gun layer should only render on the second camera.

            Source https://stackoverflow.com/questions/45134520

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

            Vulnerabilities

            No vulnerabilities reported

            Install clipp

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
          • HTTPS

            https://github.com/muellan/clipp.git

          • CLI

            gh repo clone muellan/clipp

          • sshUrl

            git@github.com:muellan/clipp.git

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