slingshot | This project implements the Deploy To Azure button | Azure library

 by   projectkudu C# Version: Current License: No License

kandi X-RAY | slingshot Summary

kandi X-RAY | slingshot Summary

slingshot is a C# library typically used in Cloud, Azure applications. slingshot has no bugs and it has low support. However slingshot has 5 vulnerabilities. You can download it from GitHub.

All you need to do is place below markdown to your README.md file. `` [Deploy to Azure] `` or HTML if you like `` ``.
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              slingshot has a low active ecosystem.
              It has 53 star(s) with 20 fork(s). There are 27 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 22 open issues and 45 have been closed. On average issues are closed in 51 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of slingshot is current.

            kandi-Quality Quality

              slingshot has 0 bugs and 0 code smells.

            kandi-Security Security

              slingshot has 5 vulnerability issues reported (0 critical, 0 high, 5 medium, 0 low).
              slingshot code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              slingshot 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

              slingshot releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              slingshot saves you 3268 person hours of effort in developing the same functionality from scratch.
              It has 7020 lines of code, 0 functions and 52 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            slingshot Key Features

            No Key Features are available at this moment for slingshot.

            slingshot Examples and Code Snippets

            No Code Snippets are available at this moment for slingshot.

            Community Discussions

            QUESTION

            Prevent regeneration of S3 pre-signed URLs
            Asked 2021-May-12 at 14:59

            I have an attachment functionality on my app. Users can upload Documents to S3 using Slingshot and then click a button which opens up a modal and a carousel displaying the attachments.

            The downloadUrls from S3 are stored in Mongo and I have a template helper to spit them out and then an each puts them into the carousel. This all works pretty fluidly actually.

            However, I want to use signed urls for better security. My issue is that clicking the button to display the modal actually creates a subtemplate each time. This subtemplate then calls a Method to create and return the signed urls. This isn't efficient.

            Ideally, I'd like for the modal and carousel to remain reactive. So that a user can upload a new document and then see it without refreshing the page. But - at the same time, I don't want to resign a bunch of the documents again.

            I was taking the route of using a Session Var and then diffing between urls to see if they've changed or not. But this doesn't seem right. I must note, that the browser does cache these uploads in the carousel (they're mostly images). So i don't particularly care too much about the actual signed url's expirate time.

            Any ideas? I've read some patterns on using timefreeze to predate signed urls..so that you only recreate if it's been > than the expiration date. However, this pattern would still make the call to the md server side and still execute the s3.getSignedUrl fn..

            Thanks!

            ...

            ANSWER

            Answered 2021-May-12 at 14:59

            I made the modal apart of the parent template. Then - I used a local collection instead of Sessions. On Modal.shown, I simply check the length of the local collection, if it doesn't exist then I make the server call to get the signed urls. This should guarantee it gets called once.

            New S3 files then can just get inserted into this new local collection. This all makes things work reactively.

            Cleanest soln I have atm

            Source https://stackoverflow.com/questions/67369609

            QUESTION

            Uncaught error: cannot read property x of undefined
            Asked 2021-Mar-20 at 15:14

            I am making this game using matter.js and p5.js where you have to make mangoes fall of a tree using a slingshot and a stone. The code looks somewhat like this:

            SlingShot.js:

            ...

            ANSWER

            Answered 2021-Mar-19 at 09:33

            The issue lies in how you pass and read stoneObj through the new SlingShot class. Inside the SlingShot class, you are trying to read property x of pointA, which is undefined, probably because stoneObj doesn't return a position as you are expecting.

            Try logging that part to see what is going wrong.

            Source https://stackoverflow.com/questions/66705398

            QUESTION

            Pygame bullet vectors adding together unintentionally when firing multiple at once
            Asked 2021-Feb-16 at 21:39

            I have been working on a game of mine to pass the time while stuck at home. Early on in development I added the ability to fire bullets, and it worked great. Now I have added some extra functionality and whenever I try to fire more than one bullet at a time all the bullets act extremely weirdly.

            I have looked through SO a fair amount and I haven't seen anything resembling my issue.

            Steps to reproduce:

            • Click mouse button to fire once
            • Before the bullet hits the edge of the screen, move the mouse and fire again
            • (You can click as many times as you want and the issue will compound)

            Results:

            • The original bullet 'disappears' and a new bullet is created at the source, but:
              • The direction is halfway between the two clicks, and
              • The speed of the bullet is either much faster or much slower than the first, depending on the second click

            I say 'disappear' because the bullet never actually disappears, I think it just gets stacked on top of the other one. I say this because the number of sprites in the world.bullets group is the correct number.

            I believe that the issue has to do with either the Slingshot() or the Bullet() class.

            I have added a runnable example below:

            ...

            ANSWER

            Answered 2021-Feb-16 at 21:39

            All of your Bullet objects share the same pygame.Rect object. The instruction self.rect = self.data ['rect'] does not create a new pygame.Rect object. It just stores a reference to self.data['rect'] to the attribute self.rect.

            Use the copy method to create a copy of the bullet start rectangle when a new bullet is fired:

            self.rect = self.data['rect']

            Source https://stackoverflow.com/questions/66232334

            QUESTION

            How can I change the collisionFilter of an object so it can no longer interact with MouseConstraint (MatterJS)
            Asked 2020-Nov-29 at 18:18

            I am working off the Slingshot demo. The problem is that after the rock is fired, it can still be clicked on and dragged around, which I want to disable.

            I've added a filter to the rock:

            ...

            ANSWER

            Answered 2020-Nov-29 at 18:18

            Finally figured it out after much starting over, tweaking and examining different demos.

            First the bitmasks for the categories have to be powers of two, so NEXTBALL has to be 0x0004 rather than 0x0003.

            Next, you can't set the whole collisionFilter object on an established body, or it breaks the collisions. Instead, you have to use rock.collisionFilter.category = NEXTBALL;

            Source https://stackoverflow.com/questions/64772783

            QUESTION

            How to make a thrown object rotate automatically based on the direction its thrown in?
            Asked 2020-Sep-23 at 04:00

            so what I am trying to do is pull a spear back(like a slingshot) and send it flying, all the while making it rotate while it's flying in the air to mimic a real thrown spear. So far, I have only been able to make it rotate after a few seconds to a certain position but I can already tell that this isn't really a permanent fix and will definitely lead to problems down the line. I have tried looking for better ways of rotating the object but I can't really find anybody else who had a problem like this and it's hard to understand the unity documentation regarding rotation as it's for 3D objects.

            Here is a gif showing how it looks like: https://gfycat.com/chiefglasshorsemouse

            This is the code that I have attached to my spear object that's responsible for letting me pull it back and launch it with the mouse:

            ...

            ANSWER

            Answered 2020-Sep-23 at 04:00

            There are a few ways to do it. You could try setting up rigidbodies and maybe joints and weighting different parts so that the tip of the spear naturally rotates the spear. More info on that here: https://answers.unity.com/questions/14899/realistic-rotation-of-flying-arrow.html

            There's also another solution in that link for doing it with one line of code, making it rotate in the direction of movement.

            In the top of your class, add this:

            Source https://stackoverflow.com/questions/64020296

            QUESTION

            Instantiate predefined number of object along a raycast in Unity
            Asked 2020-Jul-29 at 04:09

            I have a raycast that's being rendered every frame based on 2 points, and those 2 points change position each frame.

            What I need is a system that doesn't need a direction, or a number of objects, but instead takes in 2 points, and then instantiates or destroys as many objects as necessary to get the instantiated objects from one side to another minus spaceBetweenPoints. If you wanted you could think of it as an Angry Birds Style slingshot HUD, except without gravity, and based on raycasts.

            My Script:

            ...

            ANSWER

            Answered 2020-Jul-26 at 00:36

            I hope I understood you right.

            First, compute the A to B line, so B minus A. To get the number of needed objects, divide the line magnitude by the objects' spacing. You could also add the diameter of the prediction point object to avoid overlapping. Then to get each object position, write (almost) the same for loop.

            Here's what I came up with, didn't tested it, let me know if it helps!

            Source https://stackoverflow.com/questions/63094242

            QUESTION

            Make CircleCast stop once it hits something in Unity?
            Asked 2020-Jul-25 at 19:19

            I am working on a game where a 2D projectile can ricochet off of walls. I currently have the object itself ricocheting just fine, however I would like an Angry Birds Style HUD (minus the gravity) that displays where the object is going to hit a wall, and show what angle it will ricochet at: (Pardon my drawing skills)

            I have this system working fine on the technical side, all except for the fact because the raycast is endless, so the actual result looks like this:

            So to be clear, in the end, I want the 1st raycast to go out infinitely until it hits something, and then when it generates the 2nd second raycast where the first one hit somthing, have the second raycast only go out a pre-specified distance (Maybe 3f or something like that), or until it hits something, in which case it should stop.

            My Script:

            ...

            ANSWER

            Answered 2020-Jul-25 at 19:19

            You can draw the line/path after you know if it hit an object or not:

            Source https://stackoverflow.com/questions/63083883

            QUESTION

            Javascript Object sticks to div object on collision
            Asked 2020-Jun-10 at 22:09

            I'm trying to make a little game where the user can click on a place on the page, the circle will follow to the pointer's position, and from there, the user can drag their mouse to make the circle move like a slingshot. I want the circle to be able to bounce off the walls.

            However, it seems that on the circle's collision with a wall, the circle seems to 'stick' to the wall instead of bouncing right off. I think it might be because of the circle changing directions too quickly due to a rounding error? Also the top wall's collision hasn't been implemented yet because I don't think I declared the top wall div object properly.

            ...

            ANSWER

            Answered 2020-Jun-10 at 22:09

            Two issues:

            1. top is a reserved variable for the top level frame. Conflicts with trying to access element with id top, (which you should avoid depending on, use getElementById instead)

            2. Just inverting velocity will not work, because you are calculating the velocity every frame using the last mouse clicked position (which is how your easing into position works by decaying velocity as it gets closer to mouseX/Y).
              The easiest way to make this work is to use the distance between mouse click outside of borders to set a new mouse clicked position inside the borders offset by distance. (Basically having the same effect as inverting the position using the border as an axis. In this case it also adds in half of the circles width to this axis that it inverts on. Using hardcoded numbers, but if wanted as an improvement calculating from actual dimensions can also be done.)

            Source https://stackoverflow.com/questions/62312161

            QUESTION

            Can't figure out the maths behind a quadratic curve needed for a slingshot
            Asked 2020-Apr-20 at 21:39

            Would like to apologise if this is too maths based.

            I have a project where I have to create an AngryBirds game with our teacher's custom game engine, however I am stuck on the maths behind the slingshot. We are not allowed to use any standard libraries. The top left is 0, 0 and the y-axis increases when you go down. The total width of the window is 1280 pixels and the height is 720 pixels. I am trying to make the bird travel further as you pull the bird further left from the sling origin which is 257, 524. I used the y value from release at the start so that the bird doesn't go somewhere else in the y-axis straight after letting go. Currently the bird increases in the y-axis, which is to be expected given that is exactly what my code does. I created a variable determining how far from the origin of the slingshot the bird is once the mouse has been let go and I would like to use this value in a speed calculation. I don't know what values to use in a quadratic formula to make the bird stay on the screen. I have tried to illustrate the window to make it clearer.

            ...

            ANSWER

            Answered 2020-Apr-20 at 21:39

            You have two problems:

            • lack of knowledge of elementary physics, related to an oblique shot.
            • window origin being in top-left corner implies left the coordinate system.

            For the first part, I'd suggest you read some article about an oblique shot physics, like kinematics of projectile motion.

            In brief:

            • divide the bird motion into horizontal and vertical parts:

              • horizontal part is the motion with constant speed
              • vertical motion is the motion influenced by the constant force
            • calculate horizontal and vertical components of velocity & position independently as a function of time

            • use calculated position to draw the "bird"

            The second problem is easily solved by placing your coordinate system into the lower left part of the window, with y pointing up. This way you have a "right-hand" coordinate system that will be used for all calculations using equations found on the aforementioned link.

            When you need to actually 'draw' the bird, use the following transformation for y coordinate:

            Source https://stackoverflow.com/questions/61331693

            QUESTION

            R on MacOS Error: vector memory exhausted (limit reached?)
            Asked 2020-Apr-13 at 18:19

            I'm trying to run an R script (in particular, I am using the "getLineages" function from the Bioconductor package, Slingshot.

            I'm wondering why the error "vector memory exhausted (limit reached?)" is showing up when I use this function, as it doesn't seem to be the most memory-intensive function compared to the other functions in this package (with the data I am analyzing).

            I do understand that there are other questions like this on Stackoverflow, but they all suggest to switch over to the 64-bit version of R. However, I am already using this version. There seem to be no other answers to this issue so far, I was wondering if anyone might know?

            The data is only ~120mb in size, which is far less than my computer's 8GB of RAM.

            ...

            ANSWER

            Answered 2018-Oct-02 at 16:51

            For those using Rstudio, I've found that setting Sys.setenv('R_MAX_VSIZE'=32000000000), as has been suggested on multiple StackOverflow posts, only works on the command line, and that setting that parameter while using Rstudio does not prevent this error:

            Error: vector memory exhausted (limit reached?)

            After doing some more reading, I found this thread, which clarifies the problem with Rstudio, and identifies a solution, shown below:

            Step 1: Open terminal,

            Step 2:

            Source https://stackoverflow.com/questions/51295402

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

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