rigid | Static web site generator in Go | Static Site Generator library

 by   atmoz Go Version: Current License: GPL-2.0

kandi X-RAY | rigid Summary

kandi X-RAY | rigid Summary

rigid is a Go library typically used in Web Site, Static Site Generator applications. rigid has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

Static web sites that just makes sense.
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              rigid has a low active ecosystem.
              It has 5 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              rigid has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of rigid is current.

            kandi-Quality Quality

              rigid has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              rigid is licensed under the GPL-2.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              rigid 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.

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            rigid Key Features

            No Key Features are available at this moment for rigid.

            rigid Examples and Code Snippets

            No Code Snippets are available at this moment for rigid.

            Community Discussions

            QUESTION

            Qt - trying to align two GroupBoxes in a layout
            Asked 2021-Jun-15 at 17:18

            A part of my form contains QGroupBox (Status Box) with 4 child QGroupBoxes arranged in a grid layout (2x2). Two bottom QGroupBoxes (Widget 1 Box and Widget 2 Box) contain widgets of fixed size (with set minimumSize and maximumSize) so they're non-resizable at all in both directions. Because of that rigid size constraints top row of QGroupBoxes (Summary Box and Helper Box) can only be resized in vertical direction.

            And here comes the troublesome part. Top-left QGroupBox (Summary Box) have grid layout 5x3 while top-right (Helper Box) have vertical layout with 6 rows. If I have naive widget placement as shown on picture 1 Qt is enlarging vertical size of both labels in top row to make height of both QGroupBoxes equal (see red arrows on picture 1).

            This is definitely that I don't want so I've added vertical spacer to the bottom of Summary Box and from the first glance it worked (picture 2). But only from the first glance... What you see is the minimum height of my whole form and the bottom side of spacer and last QCheckBox in the Helper Box seems to be aligned.

            If I'm expanding my form vertically this spacer grows a bit and that causes the increase of height of both top QGroupBoxes. As a result spacing between QCheckBoxes increases too and we can also see that top and bottom spacing are unequal for the top-right box (see red arrows on picture 3).

            I've tried to play with sizeType for my vertical spacer. If I set it to Minimum or MinimumExpanding then the spacer doesn't grow on resize (and doesn't shrink, too) but it appears to be expanded to the size as on picture 3 (corrupting spacings between QCheckBoxes too). If I set it to Maximum, Preferred or Expanding then I observe the same behavior as described above for picture 3.

            What is the proper way to achieve alignment for two QGroupBoxes in a row of grid without affecting spacing between elements (e. g. in that case make vertical spacer to fit only single row of grid layout and never expand/shrink)?

            ...

            ANSWER

            Answered 2021-Jun-15 at 17:18

            Items will be aligned if both QGroupBoxes have same count of children and each row have at least one child with Expanding vertical policy. Instead of spacer use QWidget

            I removed unrelated widgets and reduces number of rows to 4 for demonstration purposes (less xml).

            Source https://stackoverflow.com/questions/67987476

            QUESTION

            Unity C# capsule collider and rigid body don't trigger using transform.position to move
            Asked 2021-Jun-12 at 22:18

            I have 2 simple capsules. 1 is stationary and the other is moving to the same tile on the tilemap using transform.position.

            Both capsules have capsule colliders and rigid bodies. I've attempted to remove the rigid body but from what I can tell, the OnCollisionEnter function requires a rigid body to work.

            My script, attached to both of these, is a simple:

            ...

            ANSWER

            Answered 2021-Jun-12 at 19:36

            Here is an infographic to show when a collision message will be detected by OnCollisionEnter between two objects. Both objects will need some sort of collider, and will most likely need a Rigidbody.

            You will not want to set isTrigger as that will not make it physically react to a collision, but will just detect when a collision occurs. It will also not call OnCollisionEnter but will call OnTriggerEnter. Setting both not as triggers, adding a collider, and giving them Rigidbodies should allow the collision to be detected. You will also need to attach this script to one of the objects that have the collider. Are there other components on the objects you are using?

            Source https://stackoverflow.com/questions/67952230

            QUESTION

            Grenade spawns in the wrong location
            Asked 2021-Jun-11 at 21:37

            In my game I want to have a floating monster that's attack throws a grenade at the player. My problem is that the grenade only spawns in 0, 0, 0. In my script I make it so that the zombies spawns in on its own location but for some reason that doesn't work. I tried making it spawn by having the spawn location equal new Vector3(100, 100, 100) but it still spawned at 0, 0, 0. I know that the co-routine runs because I put a Debug.Log. Thanks for the help!

            Edit #2: I can't have a rigidbody on the script. I have edited the movement script and I have found that no mater what if a rigidbody is added then it will go to 0, 0, 0.

            Edit #3: I updated the scripts

            Here is my script: (Sorry if the code is bad)

            ...

            ANSWER

            Answered 2021-Jun-11 at 20:12

            You could set its position in the Instantiate line. Instantiate has several arguments. You can set its position in Instantiate, as well as its rotation and parent.

            Set it to this:

            Source https://stackoverflow.com/questions/67942847

            QUESTION

            Haskell - Why are we using RankNTypes for single type outputs?
            Asked 2021-Jun-08 at 01:02

            I tried this code:

            ...

            ANSWER

            Answered 2021-Jun-03 at 15:10

            QUESTION

            In Office 365, How to get an Excel array function to spill and render properly in the worksheet using VBA
            Asked 2021-Jun-07 at 21:53

            With Excel 2019 and Office 365, MS introduced changes to array functions such that they are at least a bit less rigid.

            Suppose I have the following VBA function

            ...

            ANSWER

            Answered 2021-Jun-07 at 21:53

            In tryit, use Formula2 instead of FormulaArray.

            From the docs:

            Formulas set using Range.Formula2 will always be evaluated as an array and may spill if more than 1 result is returned.

            Source https://stackoverflow.com/questions/67879054

            QUESTION

            Offload all "ImmutableMap/List" build work to compile-time?
            Asked 2021-Jun-05 at 15:57

            NOTE: This isn't specific to Minecraft Fabric. I'm just new to rigid pre-runtime optimization.

            I'm writing an API hook for Minecraft mods that allows the mapping of various tasks to a Villager's "profession" attribute, allowing other mods to add custom tasks for custom professions. I have all of the backend code done, so now I'm worried about optimization.

            I have an ImmutableMap.Builder that I'm using to store the other mods' added tasks. Problem is, while I know that the "put" method will never be called at runtime, I don't know if the compiler does. Obviously, since this is a game and startup times in modpacks are already long, I'd like to optimize this as much as possible, since it will be used by every mod that wishes to add a new villager task.

            Here's my current source code for the "task registry":

            ...

            ANSWER

            Answered 2021-Jun-05 at 15:57

            The brief answer is: you can't do what you want to do.

            Problem is, while I know that the "put" method will never be called at runtime, I don't know if the compiler does.

            The put method has to be called at runtime for your mod to be useful. By the time your code is being loaded in a form that it can be executed -- that's runtime. It may be the setup phase for your mod, but it's running in a JVM.

            If the source code doesn't contain the registry itself, then the compiler can't translate it to executable code; it can't optimize something it doesn't know exists. You (the developer) can't know what mods will be loading, hence the compiler can't know, hence it can't optimize or pre-calculate it. That's the price you pay for dynamic loading of code.

            As for the code you put up: it won't work.

            The static block is executed when the class is loaded. Think of it as a constructor for your class instead of the objects. By the time a mod can call any of its methods, the class has to be loaded, and its static blocks will already have been executed. Your map will be set and empty before any method is called from the outside. All tasks added will forever linger in the builder, unused, unseen, unloved.

            Keep the builder. Let mods add their entries to it. Then, when all mod-loading is done and the game starts, call build() and use the result as a registry. (Use whichever 'game is starting' hook your modding framework provides.)

            Source https://stackoverflow.com/questions/67680272

            QUESTION

            On the Controlabillity of Linearized Free-Floating Systems
            Asked 2021-May-30 at 00:38

            I have been trying to get a linearized version of a MultiBodyPlant without gravity to experiment with LQR for systems without gravity. However, the linearization leads to some interesting phenomena. A simplified example can be found in this google colab notebook.

            When I linearize and check the rank of the controllability matrix for a single free-floating rigid body, I get a rank of 6. This is expected as I use the get_applied_generalized_force_input_port() as the input port, hence making sure that all possible forces can be applied to the system. The system of a single rigid body has 6 degrees of freedom (DoF) and the rank of the controllability matrix is 6, hence it is controllable.

            However, when I use Drake's in-built function IsControllable() to check the controllability, it results False meaning that it thinks the system is not controllable. In the source of the IsControllable() function, the rank of the matrix is checked against the number of rows in the A matrix. I think that this might be causing an issue as the linearization involves the use of quaternions during the AutoDiff (thus adding one more row to the A matrix due to 4 numbers being used for quaternions to represent the state). The linearization process does not know about the unit-quaternion constraint, and hence the A matrix for a system using quaternions will have 1 more row than the DoF of the system.

            I wonder if this is the correct intuition for the controllability mismatch?

            And could this cause issues as other functions within Drake that maybe use the IsControllable() function for verifying controllability?

            ...

            ANSWER

            Answered 2021-May-30 at 00:38

            I think IsControllable() is doing the right thing. If you have a single body with a floating base, then you have 13 state variables (7 positions, 6 velocities). If you were to simply linearize the equations, then you are right that the resulting linear system would not know about the unit quaternion constraint. Asking for controllability of this system would be asking you to drive the system to the origin (quaternion => 0 ~= unit quaternion). Since your dynamics model cannot achieve that, even in the linearization, I expect your system is not controllable in that linearization.

            You could replace the quaternion floating base with a roll-pitch-yaw floating base. We have some API that will make that easier coming in https://github.com/RobotLocomotion/drake/issues/14949 . But in the mean time, you can add the three translations and a BallRpyJoint.

            The alternative to look into the literature on control in SE(3) directly using quaternions. There are elegant results there, but linear analysis won’t help.

            Source https://stackoverflow.com/questions/67676267

            QUESTION

            Python - Inserting dictionary into SQLite3
            Asked 2021-May-28 at 00:00

            I got a dictionary with 14 keys.

            First Ive created createTableOfRecordsenter function:

            ...

            ANSWER

            Answered 2021-May-28 at 00:00

            QUESTION

            Java Reflection: How to obtain an instance of Class from the ParameterizedType.getActualTypeArguments() array?
            Asked 2021-May-20 at 18:59

            What I'm trying to do is to get a generic typearg of a Field using

            ...

            ANSWER

            Answered 2021-May-20 at 18:59

            Just like you've done with Map, Set is likely to be an instance of ParameterizedType so you can check it and then cast it.

            From that ParameterizedType (which represents the Set), you can get use getRawType to get a Set. That's a Type too -- but this should be safely castable to Class. Just in case it's not, you can use a fallback and load the class using its name.

            Source https://stackoverflow.com/questions/67624622

            QUESTION

            How do I get a variable amount of input from cin?
            Asked 2021-May-18 at 16:19

            I've been working on a calculator and I am very close to getting it working, but I need to find a way to have the amount of numbers and operators that the user puts in to be up to the user. This is a simpler test version of what I have so far that I need to apply this to. I left out a few things but this is the exact part of the code I need to apply it to. The user should be able to input any amount of numbers and operands as long as it is under 20 of each. I don't want to stick to a rigid form of input, like cin >> numIn[n]; cin >> operator1[n], because then you would HAVE to end with an operator, for example.

            ...

            ANSWER

            Answered 2021-May-11 at 20:17

            use std::cin >> numIn[n] and std::cin >> operator1 [n]

            as @Ivan suggested in the replies

            Source https://stackoverflow.com/questions/67492040

            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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