Respawn | Intelligent database cleaner for integration tests | Database library

 by   jbogard C# Version: v6.0.0 License: Apache-2.0

kandi X-RAY | Respawn Summary

kandi X-RAY | Respawn Summary

Respawn is a C# library typically used in Database, Firebase applications. Respawn has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Respawn is a small utility to help in resetting test databases to a clean state. Instead of deleting data at the end of a test or rolling back a transaction, Respawn resets the database back to a clean checkpoint by intelligently deleting data from tables.
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            kandi-support Support

              Respawn has a medium active ecosystem.
              It has 2128 star(s) with 117 fork(s). There are 44 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 6 open issues and 62 have been closed. On average issues are closed in 359 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Respawn is v6.0.0

            kandi-Quality Quality

              Respawn has 0 bugs and 0 code smells.

            kandi-Security Security

              Respawn has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Respawn code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Respawn is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

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

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            Respawn Key Features

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            Respawn Examples and Code Snippets

            No Code Snippets are available at this moment for Respawn.

            Community Discussions

            QUESTION

            error TS2307: Cannot find module 'path' or its corresponding type declarations. when trying to migrate in heroku app with Knex
            Asked 2022-Apr-17 at 14:39

            I want to migrate a SQlite database:

            ...

            ANSWER

            Answered 2022-Apr-17 at 14:39
            TypeScript

            The immediate issue here is that you're trying use TypeScript at runtime, but you've defined @types/node as a development dependency. By default, Heroku strips devDependencies from your project after building it.

            One option is to skip the pruning step, which will leave your devDependencies in place, but that likely isn't the right choice. Normally you'll want these dependencies to be stripped. Among other reasons, this reduces the size of your application slug.

            Another option is to move @types/node from devDependencies to dependencies. But I don't think that's the right move here, either. My gut says you shouldn't be using TypeScript at all in production.

            Since your build script simply runs tsc, I wonder if it has already compiled your knexfile.ts to knexfile.js. If it did, you can try running the JavaScript file directly:

            Source https://stackoverflow.com/questions/71899164

            QUESTION

            Unable to create two instances of a class (using pygame, trying to make snake game with two snakes)
            Asked 2022-Mar-22 at 09:52

            I have created a class which defines and creates a snake using pygame. When I make one instance of the snake class, one snake will be correctly created, but when I try to make two instances, my code will not make the second snake. I'm not sure if this is because I used pygame wrongly, or because I'm doing something wrong in the classes.

            Here's my code; it's a little bit long, but I've included it all because I don't know where the problem is. I'm quite sure that I'm handling all the variables and arguments correctly, and handling the keypresses is correct as well. If you copy and paste this code into the interpreter, it works fine if you say you want one snake, but doesn't work when you want to create two snakes.

            ...

            ANSWER

            Answered 2022-Mar-21 at 17:34

            The issue here is that you did not set up a dedicated game loop for this game. The "game loop" for your game right now rests within an individual snake object. Your Snake.start_moving function is the thing that keeps on running and where you see your snake move etc. In the case where you create one snake, you are running that's snake's start_moving function, so everything looks fine on the surface.

            If you are running with 2 snakes, the first snake's start_moving function is called and you are stuck there. The second snake is not yet created at all. To convince yourself, try adding a if event.key is q, return out of the function. Then you will see that when you ask for two snakes, the first snake will run, then you press q, the first snake will disappear and the second snake will appear.

            The way to solve your issue is to make a dedicated game loop in your project, and delegate all of your game updats to there. There are a few different ways to do that so I'll leave that to you to design. But in broad strokes this is what I recommend in pseudocode:

            Source https://stackoverflow.com/questions/71554754

            QUESTION

            tsc not ignoring lib files with "skipLibCheck": true
            Asked 2022-Mar-21 at 17:59

            For this project, I have a monorepo with 2 workspaces (api and frontEnd). I have upgraded node from V10 to V16 recently and the migration is almost complete. I can run it locally, but building is not possible anymore.

            When I run yarn workspace api start:dev, defined in api/package.json as "start:dev": "cross-env NODE_ENV=development npx ts-node-dev -r dotenv/config -r tsconfig-paths/register --respawn --transpile-only src/index.ts", it runs smoothly on localhost.

            When I run yarn workspace api build:ts, defined in api/package.json as yarn run tsc, I get errors of the following type (I kept only 1 error per file to respect the question character limit, but there are over 2000 lines):

            ...

            ANSWER

            Answered 2022-Mar-21 at 17:59

            I have found the culprit. It was the "tspath" dependency.

            To remove it, I did "yarn workspace api remove tspath".

            Source https://stackoverflow.com/questions/71541190

            QUESTION

            transform.position not working in Unity 3d
            Asked 2022-Mar-08 at 00:49

            I'm really new to Unity 3d and I'm trying to make a respawn with my character. It seems that the answer is really easy but I cannot see why my code is not working. If this is a duplicate, let me know.

            ...

            ANSWER

            Answered 2021-Sep-28 at 02:30

            Just so the answer to the question is not in the comments:

            The original problem is that the assignment gameObject.transform.position = PointSpawn appeared to do nothing. As the line is written properly, the position of this gameObject, must have been getting overwritten elsewhere.

            With the addition of OP's movement script, the position of the player was getting overwritten in the movement's Update function. As the other assignment was being done in Update, the call order was not guaranteed to work as intended. The fix is either to assure that the movement Update is run not the frame of the new position assignment or to move the conditional and the assignment to a function that always runs after Update regardless of script execution order, LateUpdate.

            Source https://stackoverflow.com/questions/69354206

            QUESTION

            How can I display a text a certain amount of duration?
            Asked 2022-Feb-27 at 20:05

            Thank you for your help on my last question, i managed to fix my error.

            So i am continuing my small game and i would like the player to see how many points they get (briefly) when they defeat an enemy.

            ...

            ANSWER

            Answered 2022-Feb-27 at 20:05

            You need to draw the text in the application loop. Use pygame.time.get_ticks to measure time in milliseconds. Calculate the time when the text must vanish and display the text until the time is reached:

            Source https://stackoverflow.com/questions/71287957

            QUESTION

            Pygame collision registers hit all the time
            Asked 2022-Jan-28 at 13:18

            I'm trying to change collision for my game and I saw pygame has mask collision so I tried to use it, but collision is registered all the time and I dont know how to fix it

            Here's my code

            Class Enemy for fishes spawning in from both sides of the screen and Respawning after hit

            ...

            ANSWER

            Answered 2022-Jan-28 at 13:18

            For the collision detection functions like pygame.sprite.spritecollide the rect attribute of the pygame.sprtie.Sprite objects is used. Therefore you need to make sure that the position of the sprite is set in the rect attribute of the Enemy

            self.rect = img[i].get_rect()

            Source https://stackoverflow.com/questions/70894268

            QUESTION

            Phaser: How to fix the delay of the restart function, i am using window.setTimeout
            Asked 2022-Jan-11 at 18:37
            var config = {
              type: Phaser.AUTO,
              width: 1900,
              height: 1000,
              physics: {
                default: 'arcade',
                arcade: {
                  gravity: { y: 300 },
                  debug: false
                }
              },
              scene: {
                preload: preload,
                create: create,
                update: update
              }
            };
            var main = document.getElementById("startBtn")
            var gameOver
            score = 0;
            function start() {
              game = new Phaser.Game(config);
              main.innerHTML = ''
              score = 0;
            }
            
            function preload() {
              this.load.image('Background', 'assets/Background.jpg');
              this.load.image('ground', 'assets/platform.png');
              this.load.image('coin', 'assets/coin.png');
              this.load.image('redCoin', 'assets/redCoin.png');
              this.load.spritesheet('monkey',
                'assets/monkey.png',
                { frameWidth: 600, frameHeight: 720 }
              );
            }
            
            var platforms;
            var score = 0;
            var scoreText;
            
            function create() {
              this.add.image(500, 275, 'Background').setScale(3);
              this.w = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W)
              this.a = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A)
              this.s = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S)
              this.d = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)
              platforms = this.physics.add.staticGroup();
            
              platforms.create(200, 650, 'ground').setScale(0.15).refreshBody();
              platforms.create(600, 400, 'ground').setScale(0.15).refreshBody();
              platforms.create(1600, 650, 'ground').setScale(0.15).refreshBody();
              platforms.create(750, 100, 'ground').setScale(0.15).refreshBody();
              platforms.create(850, 750, 'ground').setScale(0.15).refreshBody();
              platforms.create(100, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(400, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(700, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1000, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1300, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1600, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1900, 950, 'ground').setScale(0.15).refreshBody();
              platforms.create(1800, 800, 'ground').setScale(0.15).refreshBody();
              platforms.create(250, 250, 'ground').setScale(0.15).refreshBody();
              platforms.create(1000, 500, 'ground').setScale(0.15).refreshBody();
              platforms.create(1150, 220, 'ground').setScale(0.15).refreshBody();
            
              player = this.physics.add.sprite(100, 450, 'monkey').setScale(0.075);
              this.physics.add.collider(player, platforms);
              player.setBounce(0.2);
              player.setCollideWorldBounds(true);
            
              this.anims.create({
                key: 'left',
                frames: this.anims.generateFrameNumbers('monkey', { start: 0, end: 3 }),
                frameRate: 10,
                repeat: -1
              });
              this.anims.create({
                key: 'turn',
                frames: [{ key: 'monkey', frame: 4 }],
                frameRate: 20
              });
              this.anims.create({
                key: 'right',
                frames: this.anims.generateFrameNumbers('monkey', { start: 5, end: 8 }),
                frameRate: 10,
                repeat: -1
              });
              coins = this.physics.add.group({
                key: 'coin',
                repeat: 10,
                setXY: { x: 12, y: 0, stepX: 150 }
              });
              coins.children.iterate(function (child) {
                child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
                child.setScale(0.05)
              });
              this.physics.add.collider(coins, platforms);
              this.physics.add.overlap(player, coins, collectCoin, null, this);
              redCoins = this.physics.add.group();
              this.physics.add.collider(redCoins, platforms);
              this.physics.add.collider(player, redCoins, hitredCoin, null, this);
            
              scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '64px', fill: 'rgb(85, 1, 1)' });
            }
            
            function update() {
              cursors = this.input.keyboard.createCursorKeys();
            
              if (cursors.left.isDown) {
                player.setVelocityX(-160);
                player.anims.play('left', true);
              }
              else if (cursors.right.isDown) {
                player.setVelocityX(160);
                player.anims.play('right', true);
              }
              else {
                player.setVelocityX(0);
                player.anims.play('turn');
              }
            
              if (cursors.up.isDown && player.body.touching.down) {
                player.setVelocityY(-330);
              }
            }
            function collectCoin(player, coin) {
              coin.disableBody(true, true);
              score += 1;
              scoreText.setText('Score: ' + score);
              if (coins.countActive(true) === 0) {
                coins.children.iterate(function (child) {
            
                  child.enableBody(true, child.x, 0, true, true);
            
                });
            
                var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
            
                var redCoin = redCoins.create(x, 16, 'redCoin').setScale(0.05);
                redCoin.setBounce(1);
                redCoin.setCollideWorldBounds(true);
                redCoin.setVelocity(Phaser.Math.Between(-200, 200), 20);
            
              }
            }
            
            function hitredCoin(player, redCoin) {
              this.physics.pause();
              player.setTint(0xff0000);
              player.anims.play('turn');
              gameOver = true;
              window.setTimeout(restart, 3000);
            }
            function restart () {
              this.scene.stop();
              this.scene.start();
            }
            
            ...

            ANSWER

            Answered 2022-Jan-11 at 18:37

            The problem is that the this context is not set. you can do this simply with the bind function. Here is the link to the documentation (https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_objects/Function/bind)

            Just change the line to this:

            Source https://stackoverflow.com/questions/70490426

            QUESTION

            Increasing variables that are in use in pygame
            Asked 2021-Dec-25 at 09:30

            I am coding a space invaders game in pygame, and wanted to make it so that when the player reaches 50 points, the game increases the number of invaders from 6 to 10. In the game, the enemies respawn near the top half of the screen immediately after dying. The game functions perfectly normally until you reach 50 points, at which it immediately crashes. How do I make it so that the variable storing the number of enemies (num_of_enemies) increases, while the game is still running?

            In the code I have put here, I removed my attempt to change the num_of_enemies variable, but fyi, I placed it just above "pygame.display.update()". my crappy attempt to resolve the issue boiled down to:

            if score_value >= 50: num_of_enemies += 10

            I have also tried this code while assigning num_of_enemies a global value, but it simply defects the game, and messes up again.

            Code:

            ...

            ANSWER

            Answered 2021-Dec-25 at 09:30

            IT is not enough just to change num_of_enemies you also need to add new items in the lists.

            Write a function that crates the enemies:

            Source https://stackoverflow.com/questions/70477198

            QUESTION

            Why does my fruit respawn outside of the boundaries in snake game?
            Asked 2021-Dec-04 at 17:57

            I'm trying to make a snake game in which if the snake eats the first fruit and in 2 seconds eats the second fruit then it's score multiplied by 2. If the snake eats the second fruit in 1 second then the score is multiplied by 3. If the snake eats the second fruit in 3 seconds then the score is increased just by 1 and so on ... But after the snake eats about 5-6 fruits the 7th fruit respawns outside of the boundaries. This the "drawing" function

            ...

            ANSWER

            Answered 2021-Dec-04 at 17:57

            QUESTION

            Check if a player is moving or not
            Asked 2021-Nov-21 at 13:10

            I'm creating a plugin for an event, this event is just: when you stop moving, you loose. I created everything, but my check to know if a player moves or not doesn't work:

            I tried to make an array and when a player move event it's added, but it doesn't work,

            ...

            ANSWER

            Answered 2021-Nov-21 at 11:28

            The first don't work because you just check if the player already move a time, which will always be true.

            The second about velocity check only if player get knockbacked for example.

            First solution

            Save last time of move, and check each few time if it stop move.

            In this example, I will force player to move each seconds.

            Source https://stackoverflow.com/questions/70053833

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

            Vulnerabilities

            No vulnerabilities reported

            Install Respawn

            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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