flagx | Standard flag package extension with more features | Access Management library
kandi X-RAY | flagx Summary
kandi X-RAY | flagx Summary
Standard flag package extension with more features, such as struct flag, app framework, etc.
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Top functions reviewed by kandi - BETA
- Parse implements FlagSet .
- todoOneArg takes a list of arguments and returns the last argument .
- UnquoteUsage returns the name and usage string for a flag .
- newPrintOneDefault returns a function suitable for printing a single flag .
- LookupOptions looks up a list of options by name
- tidyArgs takes a list of args and returns a slice of args and terminated args .
- LookupArgs takes a list of arguments and returns the first value found .
- filterArgs takes a list of arguments and returns last args .
- numError converts an error to strconv . NumError .
- isZeroValue reports whether the given string is a zero value of the flag .
flagx Key Features
flagx Examples and Code Snippets
func TestContinueOnUndefined(t *testing.T) {
var args = []string{"test", "-x=1", "-y"}
fs := NewFlagSet(args[0], ContinueOnError)
fs.String("x", "", "")
err := fs.Parse(args[1:])
assert.EqualError(t, err, "flag provided but not defined: -y")
fs
Community Discussions
Trending Discussions on flagx
QUESTION
i want to ask you, here in my code i used case condition for input, but i got a trouble, in my code i want to check is my "NIM" value was inputted to struct or not, if it was inputted, it can't be inputted to struct. Here are my code
...ANSWER
Answered 2021-Jan-23 at 10:08#include
#include
struct data {
char nim[10];
};
struct data batas[100];
int a, b, c, d;
int i, j, flag;
void inputdata()
{
flag = 0;
printf("\nInput Data\n");
printf("=======================\n");
printf("NIM : ");
scanf("%s", batas[a].nim);
for(i=0; i
QUESTION
This is a main part of my code to visualize checkers. The problem is in method moving
. How can I get self.scene
object in this function and transport it (self.scene
) to use it in the future functions? Because, I have to use scene
in my other modules , where are my logical part of the program to move my items.
I want to smth such as my commented line in moving function (scene = self,scene , but how do it without self object !!??)
In addition, I thought that I can do this with app object (myapp
in RUN MODULE ), but when I start to do like myapp.scene.removeitem()..
, my process was stopped at all.
RUN MODULE
...ANSWER
Answered 2019-Aug-26 at 02:20There are some problems with your implementation, most of them related to the logic of the implementation.
First of all, you should set class attributes only if you need to write/read access the class, not its instancies.
Related to this, another problem is that you're trying to use a class method (ok, it's a staticmethod
, but in this case doesn't matter that much, as it's still a method of a class), which obviously won't give you any access to any property of any of its instancies: in your case you are trying to access scene
, but that's an instance attribute, which is completely unknown to the class.
To be able to track objects you'll need a better parent/child logic, possibly avoiding direct and absolute reference to parents from their children (and almost never to the parent's class!), by letting the parent to be "notified" by its children and let that parent handle what is necessary, whenever it requires it. This is very important, because you might have more "sibling" children that could require some interaction between them, and that responsibility should really be left to the parent, mostly because sometimes it's impossible (or too complex) for a children to know all its siblings and their state/attribute/capabilities, since they usually are managed from the parent itself.
Finally, a couple of other issues.
You're tracking the checkers objects using a collision/shape detection, which doesn't make much sense and makes it very difficult for debugging or future modifications; just add them as soon as you create them: if you don't use common and global variables for geometries and, someday, you need to change those values, you will need to change all of them in every place you used them, increasing the possibility of bugs, usually because you used the same value for other variables, which happens more often than one would think. I've edited the example code to show a more consistent solution to "unify" sizes while keeping the whole checkerboard creation always consistent.
Finally, you are subclassing QMainWindow, but in the initialization you used QWidget, which will surely create problems.
I created a small and very limited example that mimics yours. Be aware that it's not "play-ready", there's no turn control, and, like in your example, you can move every checker in every (free) space of the grid; that's it.
The concept behind this is that we know that only "grayed" (as in valid) grid slots can be used for checkers, so I'm adding each checker as a child of a usable grid slot rectangle item. Whenever I want to move one checker, I click it and move it by clicking on another empty grid slot, which makes that the new grid item a parent of the checker.
QUESTION
I am trying to read serial port in python in while true loop, I have used try-except condition on KeyboardInterrupt exception. But when I press Ctrl+C nothing happens unless I plug out the device connected to the serial port(getting data from).
...ANSWER
Answered 2019-Apr-20 at 14:59Ctrl+C raises KeyboardInterrupt
, however you catch this exception and do nothing, so nothing happens. If you would add some logic to your exception block, for example:
QUESTION
I found an interesting gotcha with protocol buffers. If you have two similar messages it is possible to parse one as if it were the other using the C++ API or the command line.
The limited documentation for ParseFromString does not mention that it need not consume all the string and will not fail if it doesn't.
I had expected ParseFromString to fail to parse a message of type A if it is presented with a message of type B. After all the message contains extra data. However, this is not the case. An example script demonstrates the issue:
...ANSWER
Answered 2018-Nov-09 at 11:29I think this is by design but the documentation could be better.
This confusion may arise if you try to use the API without reading up about the over the wire format first. The wire format is not irrelevant to the API as you might expect.
The wire format emphasises compactness over correctness. If you want to check the correctness of a message you are invited to use other means.
You might (arguably should or must) include in your message one or more of the following:
- A message type field
- A message length field
- A checksum
The second point about being able to parse a shorter message as a longer one is because in protocol buffers 3 all fields are optional. protocol buffers 2 had a concept of a required field. Its removal caused some controversy (see for example Why required and optional is removed in Protocol Buffers 3 & https://capnproto.org/faq.html#how-do-i-make-a-field-required-like-in-protocol-buffers). A field that has the default value (typically 0) is not included in the message. Also the name of fields are replaced by numbers. Thus two messages for 'different' protocol might very easily be interpretable by both.
QUESTION
So i have a simple game like a pong game, to throw the ball, just a simple game at the moment with some colision checking, what happens is that when i lose the game, the player gets faster, like it gets two times faster, and the ball either. Can't figure out what is causing that, any help?
at the moment i have a simple html where i load 3 script files following this order(player.js, ball.js, index.js)
...ANSWER
Answered 2018-May-27 at 22:15The problem is that you call draw()
to reset the state once the player loses, and you call animate()
within the draw function. That means that every time the player loses, you start a new animation loop and the ball movement function will get called twice (3 times, 4 times, etc after every loss) per frame.
Here I've updated your code to call the draw function "reset" and "animate" gets called once in init()
.
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