shotgun | A tool for running commands in parallel on a set | Command Line Interface library
kandi X-RAY | shotgun Summary
kandi X-RAY | shotgun Summary
A tool for running commands in parallel on a set of directories.
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Top functions reviewed by kandi - BETA
- bash runs the command against the specified paths .
- parseFlags parses command line arguments .
- Main entry point
- run runs the command in the given directory
shotgun Key Features
shotgun Examples and Code Snippets
/*
Shotgun is a tool for running commands in parallel on a set of directories.
Usage:
shotgun [options] command
Options:
-d directory
Working directory - search from here (default ".")
-f regexp
Filter directories by RE2 regexp (default ".*
$ shotgun git pull
$ shotgun 'git fetch origin; git reset --hard origin/master; git clean -f'
Community Discussions
Trending Discussions on shotgun
QUESTION
So, I've been warned that some of my past questions have not been well-received, and I'm in danger of being blocked from asking any more. I hope that this question is well-received and that it doesn't result in me being blocked from asking more questions! I'll do my very best to formulate it as a clear and useful question.
What I'm trying to do is create javascript to click-and-drag images into nested lists. I've read HTML Drag and Drop between multiple Unordered Lists and How to drag and drop into an html unordered list, and neither addresses what I'm trying to do.
The images I want to click-and-drag represent items--some items can contain other items while others cannot. For instance, a Single-Barrel Shotgun can contain Shotgun Ammo, but Shotgun Ammo cannot contain anything.
I've created a jsfiddle, https://jsfiddle.net/pjamesnorris25/9f0y8edz/76/, to facilitate some javascript wizard helping me with this. And because I have, I'm not going to post the javascript here unless someone asks me to do so.
My javascript works if you click-and-drag the shotgun to the "Left Shoulder" in the image of the generic person below the "Shotgun Ammo" and "Single-Barrel Shotgun" images in the upper right-hand corner. That is, when you do so, the text "Single Barrel Shotgun" appears below the "Left Shoulder" in a of its own denoted by a box around the text--the box indicates that "Single Barrel Shotgun" is a container into which you can drag other items, in this case, "Shotgun Ammo".
Prior to dragging the "Single-Barrel Shotgun" graphic to the "Left Shoulder" container, my HTML looks like this:
...ANSWER
Answered 2022-Mar-18 at 10:38So, I'm not sure if my reasoning is correct here, but I think the reason my javascript wasn't working was that it was looking for the id
for the inner-most span
to which I was trying to drag the "Shotgun Shell", i.e.:
for which there was no id
.
So, I wrote my javascript to add an id
to every div
and span
daughter of id="Single_Barrel_Shotgun_1-span"
like so:
QUESTION
I'm using fandom module in python for my discord bot. I get this error when I request data by using page.images[0]
. It should be an image url. This is the page I want to get.
ANSWER
Answered 2022-Feb-01 at 09:46I fixed it by using pymediawiki module.
This code that use mediawiki can replace fandom module by changing the api of wiki.
QUESTION
I have a JS class with utility static methods. Consider the following case:
...ANSWER
Answered 2022-Jan-18 at 18:41You could make a more concise alias for constructor
at the parent class level. Not sure if this is enough of an improvement to make it worthwhile...
QUESTION
I have a problem with polymorphism in unity. I want to create a abstract base "Gun" class to represent guns in my doom-clone game. Next i want to create some children classes like "shotgun","pistol" and so on then make for example list of "Guns" when i store each children. But when i want to do this i need to derive from my base "Gun" class, and not from mono behaviour. That way i cannot store references to for example animator, or audio Source in my children scripts like Shotgun. I want the sound of shotgun to be stored inside shotgun script, so when i want to play it i just call specific object method. But without mono behaviour it seems impossible. I don't think scriptable objects solve my problem either. What should i do then?
...ANSWER
Answered 2022-Jan-10 at 15:30Just have
QUESTION
I encountered some difficulties while studying Godot.
I'm trying to add a shotgun class (Shotgun.gd). I have a function in the class that creates several RayCasts, a function that checks what they encounter and a function that calls these functions one by one. If I call these functions from the class where they are declared in the _process() function, everything works fine, but if I call these functions in another script, like Player.gd, it finds nothing when checking for RayCasts.
P.S Sorry for the sloppy translation, English is not my native language
Part of the code from the shotgun class (Shotgun.gd)
...ANSWER
Answered 2022-Jan-03 at 18:45I'll venture to say that it is probably correct they collide with nothing.
Enable "Visible Collision Shapes" in the "Debug" menu, so Godot shows colliders in runtime (including enabled RayCast
s), and check they are being positioned correctly.
I can think of a couple possible problems:
- You are adding the
RayCast
before positioning it. This is not always a problem, and it is probably not a problem in your case. However, it might register a collision when added, before moved. - You are scaling the
RayCast
. This should not be a problem. However, there have been bugs related applying a scaling directly on collision shapes… So, I will avoid this, just to be safe.
A suggestion: Add a Position
node, child of your Shotgun, marking the origin for the RayCast
s. Then you can copy the global transform of the Position
to the global transform of the RayCast
s - and then apply the random rotation - before adding them as children. This should make it easier to update the position if you need to (e.g. if you changed the shotgun model, you can mode the Position
node accordingly). It should avoid any typos when writing the coordinates in the code. And it should avoid the pitfalls mentioned above.
I'll remind you you are supposed to check is_colliding
. I guess you are not doing it for demonstration purposes.
I'll also remind you that the RayCast
s update with the physics frame. So, when calling the RayCast
from somewhere other than _physics_process
you are getting what they registered last physics frame (i.e. just before _physics_process
ran last). You can make Godot update the RayCast
by calling force_raycast_update
on them.
If you don't need the RayCast
s often, having them update every physics frame might be overkill. In that case, you might be interested in checking like this: get_world().direct_space_state.intersect_ray(start, end)
. See PhysicsDirectSpaceState
. However, using RayCast
should work. Using intersect_ray
is only an optimization.
Unrelated: if you want to guarantee an uniform probability distribution distribution from the random functions, call randomize
once at the start, instead of once per iteration. This is probably not noticeable anyway.
QUESTION
double dx = mx - px;
double dy = my - py;
double alpha = Math.atan2(dy, dx);
float angle = (float) Math.toDegrees(alpha);
angle += 10;
...ANSWER
Answered 2021-Dec-31 at 19:09double newalpha = Math.toRadians(angle);
QUESTION
Long story short, I'm trying to create a UI panel where you hold and drag your mouse wheel button and select the option you want (while holding that button). So it is a pop-up menu that is triggered when you press the mouse wheel button. When you release the button, there are 2 possible situations:
- You didn't move your cursor to a valid position. The pop-up menu is closed.
- You moved your cursor to a valid position. You triggered an option from this pop-up menu.
To give you an example, the weapon switch system in, say, Tomb Raider does this similarly. It looks like a roulette, you hold the button then move your cursor to a certain location that "belongs" to, say, shotgun. Then you release the button, the menu is closed and now you are equiped with a shotgun. Right now, the pop-up panel kinda works. However it's not a hold-release mechanism but a click mechanism. You click the button once, then the menu pops up and stays there.
How do you do that in Unity3D?
Here is my script so far:
...ANSWER
Answered 2021-Dec-31 at 09:27First of all, what you are cresting is called a pie menu. You could create a script for the buttons inside your pie menu. Then let that script inherit from MonoBehaviour, IPointerEnterHandler and IPointerExitHandler. These interfaces force you to implement the following methods:
QUESTION
I was discovering rentrez
package in RStudio (Version 1.1.442) on a lab computer in Linux (Ubuntu 20.04.2) according to this manual.
However, later when I wanted to run the same code on my laptop in Windows 8 Pro (RStudio 2021.09.0 )
ANSWER
Answered 2021-Dec-14 at 11:55The node pre
is not a valid one. We have to look for value inside class
or 'id` etc.
webElem$sendKeysToElement(list(key = "end")
you don't need this command as there is no necessity yo scroll the page.
Below is code to get you the sequence of genes.
First we have to get the links to sequence of genes which we do it by rvest
QUESTION
Logical OR operators throws a syntax error here in JS - where am I going wrong?
...ANSWER
Answered 2021-Dec-04 at 00:03You're missing a parentheses on the if statement.
QUESTION
Hello I have a simple problem I need to find specific lines in txt file they have to contain 'LG' which look like this:
...ANSWER
Answered 2021-Nov-22 at 15:20You may do this in a single sed
:
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