BadApple | pongoOS module for playing animated GIFs | Animation library

 by   pixelomer C Version: Current License: No License

kandi X-RAY | BadApple Summary

kandi X-RAY | BadApple Summary

BadApple is a C library typically used in User Interface, Animation applications. BadApple has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

pongoOS module for playing animated GIFs
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              BadApple has a low active ecosystem.
              It has 22 star(s) with 3 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of BadApple is current.

            kandi-Quality Quality

              BadApple has no bugs reported.

            kandi-Security Security

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

            kandi-License License

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

            kandi-Reuse Reuse

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

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            BadApple Key Features

            No Key Features are available at this moment for BadApple.

            BadApple Examples and Code Snippets

            No Code Snippets are available at this moment for BadApple.

            Community Discussions

            QUESTION

            How to make sliders more interactive in shiny?
            Asked 2021-Apr-01 at 18:32

            Aim

            After searching through stack overflow, I found out how to make the sliders interactive. But I want to make them interact even more.

            Let's say I have a bag of apples. I choose how many apples are in there e.g. 10. Of these 10, if I say 6 are good apples, then 4 should be bad etc. Conversely, if I decide 6 are bad, then the good slider should be limited to 4.

            Attempt

            ...

            ANSWER

            Answered 2021-Apr-01 at 18:32

            You have not shown dependency between goodApples and badApples.

            Try this

            Source https://stackoverflow.com/questions/66908416

            QUESTION

            Game programming - keep player within playing field & avoiding certain obstacles
            Asked 2018-Dec-15 at 15:13

            My class is learning about Java subclassing and extends next week. Our lecturer gave us this code for a game where the AI moved around and collects so called "apples".

            A is the good apple while B is the bad apple. The 1s moving around (when the code is run) is our player. The player automatically moves towards apple A regardless of whether apple B is within its range or not. It also tends to travel out of bounds, which will stop the program. If the player doesn't go out of bounds, then the program will stop once it's looped 500 times.

            Our lecturer has asked us to correct a certain part in this code so that

            1. The player AI never goes out of bounds and,
            2. The player AI avoids apple B whenever possible (unless its near the border then the player will have no choice but to take the bad apple)

            The only places we're allowed to correct are marked with ※1 (class MyPlayerAI extends PlayerAIBase) and ※2 (PlayerAIBase playerAI = new in main class). I've been trying to add conditions and what not but still I can't seem to get the desired outcome.

            I know this question may be vague and open-ended, but can someone please help me as to what I should correct in this code? Any help/pointers is extremely appreciated. I'm not asking straight for a solution, but I'm just very lost at this point.

            I've also added a link at the very end to my repl to run this code.

            ...

            ANSWER

            Answered 2018-Dec-15 at 15:13

            The code you're given is well-written, so first go over it and try to understand what each class and method do even if you don't understand how they do what they do.

            can someone please help me as to what I should correct in this code?

            The instructions on what you're supposed to correct and where are also clear:

            • ※1 is where you need to implement the new player AI logic such that it conforms to the behavior you were given.
            • ※2 is just a simple replacement of the old player AI logic implementing class PlayerAIDummyHead with the new one you wrote in ※1, MyPlayerAI. It's explicitly given to you in the comment on that line.

            To solve ※1, first understand what the current behavior is. PlayerAIDummyHead accelerates the player by an amount, and in a direction, which is dependent to the current distance between it and A. This calculation is done in a loop, so the acceleration changes on every iteration according to the result the previous acceleration gave.

            This movement behavior is problematic in the sense that it does not take into account the location of B or the size of the stage, both of which are given the the computing method. In your MyPlayerAI's next method, try to improve the math bit by bit to make a more desirable path towards A. That's your main task: improve the math that calculates the route.

            Any help/pointers is extremely appreciated.

            Just a few ideas you can play around with:

            • Make the player take a direct route towards A.
            • Aim for having 0 velocity when you reach A. This will avoid going out of stage when you can't stop in time to reverse direction.
            • See if B lies in the path of that direct route. If so, move sideways or diagonally until it's not in that path.
            • Avoid going out of bounds when maneuvering.

            I understand that the acceleration changes on every iteration but I can't really make out how it's used to calculate the next step the player is supposed to take.

            The acceleration changes the velocity (speed):

            Source https://stackoverflow.com/questions/53791175

            QUESTION

            Add a user selected method to a meta base class in python
            Asked 2017-Nov-27 at 02:55

            I have base class that cannot be instanciated (BaseFruit in my simplified example) and a few derived classes (for instance Apple in my example) that should all share a same method (printfuture). However, they are many possible variants, and I would like to let the user choose what variant should be used (for instance sadfuture and saddestfuture).

            As my printfuture method is common to all my derived class, I thought that it would be appropriated to catch the user argument for the variant with the __new__ method of my base class and assign the method to the base class itself. As written in the example below:

            ...

            ANSWER

            Answered 2017-Nov-26 at 19:56

            I think that the problem is coming from the base class.

            When you used the BaseFruit and used it as base class for the Apple-Class, python will assign any value that exist in the Apple-Class and the BaseFruit-Class directly to the BaseFruit Class. Since both 'apples' are based on the same Base Class, they share the values that come from this class.

            When you set the saddestfuture as function to be executed you set it kind of 'globally' for all objects based on the BaseFruit-Class.

            You need a line

            Source https://stackoverflow.com/questions/47500101

            QUESTION

            read text file and replace a word in it
            Asked 2017-Jan-11 at 11:45

            for example, consider a file "abc.txt" has following content

            {GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/name.inp"}

            {GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/result.rst"}

            {GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/abaqusresult.odb"}

            So I want a script which will read this .txt file rearch for "*.rst" and replace with given name for example "badapple.rst"

            or I will input "result.rst" search for it and replace it with "badapple.rst" keeping remaining all same and copy all other lines to new file

            and I cannot change syntax of the text file it should exactly write {GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/badapple.rst"}

            ...

            ANSWER

            Answered 2017-Jan-11 at 11:45

            To replace one string with another in a file, especially where you are changing the length of the string, you are going to find it easiest if you load the whole file into memory, perform the change there, then write it back out again.

            Source https://stackoverflow.com/questions/41589318

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

            Vulnerabilities

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            You can download it from GitHub.

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