MemoryModule | Library to load a DLL from memory
kandi X-RAY | MemoryModule Summary
kandi X-RAY | MemoryModule Summary
The default windows API functions to load external libraries into a program (LoadLibrary, LoadLibraryEx) only work with files on the filesystem. It’s therefore impossible to load a DLL from memory. But sometimes, you need exactly this functionality (e.g. you don’t want to distribute a lot of files or want to make disassembling harder). Common workarounds for this problems are to write the DLL into a temporary file first and import it from there. When the program terminates, the temporary file gets deleted. MemoryModule is a library that can be used to load a DLL completely from memory - without storing on the disk first. See doc/readme.rst for more informations about the format of a DLL file and a tutorial how they can be loaded directly.
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QUESTION
Currently I write a small demo-app which uses Ktor as its Application Environment and Kodein as the Dependency Injection Framework.
During the initialization of the Application I do import some modules, one of those I would like to replace during the initialization of the Integration Tests:
...ANSWER
Answered 2021-Mar-26 at 05:45Kodein-DI allows you to override dependencies. Regarding the following interface:
QUESTION
I'm trying to add a hitbox to the bottom of my player to only detect platforms. After a lot of trial and error I figured out to have an additional physicsbody attached as a child in a fixed position to another physicsbody I need to use an SKPhysicsJoint. I did this and it seems to have an unforeseen consequence. when I add the hitbox to the player in this way, it alters the players collision / contact bit masks slightly.
In my game you tap the screen to jump and it works seamlessly with no lag like so:
But when I add this hitbox with the joint I have to hold the screen with my finger and eventually the player jumps, but most of the time the input is ignored. Almost as if there's some sort of severe lag when reading the input.In this gif I'm tapping the screen constantly trying to make my player jump and a lot of the inputs are being ignored or blocked:
This function setups up the player in my gamescene.swift and adds the hitbox to the player via a fixed SKPhysicsJoint to the scene:
...ANSWER
Answered 2017-Dec-23 at 18:32I found the solution.
It seems there's some bugs with fixed joints and the answer was to use a "pin" joint instead. This StackO question goes into detail about a rotation bug with fixed joints. On a whim I decided to change my fixed joint to a pin and now the child behaves as you would expect, positionally speaking anyway.
So it appears fixed joints have a few bugs that need to be worked out.
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