teleport | Trigger-based Postgres replicator | SQL Database library
kandi X-RAY | teleport Summary
kandi X-RAY | teleport Summary
A trigger-based Postgres replicator that performs real-time data changes based on DML triggers, and DDL migrations by either DDL event triggers or by diffing schema changes when event triggers are not available. In other words, a complete replicator that works without any special permissions on the database, just like the ones you don't have in AWS RDS. Yes, you read it right.
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Trending Discussions on teleport
QUESTION
I am trying to create a table (150 rows, 165 columns) in which :
- Each row is the name of a Pokemon (original Pokemon, 150)
- Each column is the name of an "attack" that any of these Pokemon can learn (first generation)
- Each element is either "1" or "0", indicating if that Pokemon can learn that "attack" (e.g. 1 = yes, 0 = no)
I was able to manually create this table in R:
Here are all the names:
...ANSWER
Answered 2022-Apr-04 at 22:59Here is the a solution taking the list of url to webpages of interest, collecting the moves from each table and creating a dataframe with the "1s".
Then combining the individual tables into the final answer
QUESTION
Ok, I've been using Godot for a while now, and haven't really had any issues. But, after I added an area2D to detect the player and teleport them as shown below that I run into issues. Every time I start the game, the console shows that both of the functions have already been run, even though the starting location is nowhere near the area2Ds. In addition, because they run in enter -> exit order, it spawns me at the exit of the tunnel, instead of the start of the map.
...ANSWER
Answered 2022-Mar-10 at 23:40Are you, by chance, instancing the player character, adding it to the scene, and then setting its position (in that order)?
That is a common reason for this problem. What happens is that it collides with the areas once you add it to the scene but before you set its position.
To solve it set the global position before adding it to the scene.
You could temporarily disable the behavior by any of these means:
- Temporarily changing the layers and mask to avoid the collision (you can do it with
set_collision_layer_bit
andset_collision_mask_bit
). - Temporarily disabling collision shapes (by setting
disabled
totrue
. However, useset_deferred
to avoid disabling it while Godot is still doing physics computations) - Temporarily adding collision exceptions (by calling
add_collision_exception_with
andremove_collision_exception_with
). - Having a flag that you can check in the function that takes the signal to decide if it should take effect or not.
- Connecting the signals from code once, so they are not connected beforehand.
QUESTION
I would like to make a web app which works with VueJS, the scripts files will be packed all in one with Webpack.
I've installed Vue and Webpack with Npm. Here is the structure of my app folder :
...ANSWER
Answered 2022-Mar-05 at 17:28As the error says, there is no 'default' export in 'vue' package. That is because the global Vue API initialization in Vue 3 has been changed from:
QUESTION
I want to create simple game and i need to get values from json or change them. I have 3 classes.
...ANSWER
Answered 2022-Feb-13 at 11:36You're very close. To deserialize update the following:
- Update/fix spelling/typo in
Person
class
QUESTION
I am building a game, and I have a player class, but when it touches the left/right side of a block sprite, it teleports on top of the block. I am not sure how to fix this. No questions I have seen have helped me with this.
I can detect collision by doing
...ANSWER
Answered 2021-Dec-17 at 19:45You have to do the collision test for the x and y axis speperately.
First run the collision test for the x-axis. If the player moves into a block, align the player with the block. If the player hits a block from the side, you have to stop (set self.vel.x = 0
and self.acc.x = 0
).
QUESTION
I have some code that restricts the camera movement in A-frame so when the camera moves 10 spaces away from the starting point, they are teleported back to the position 0, 1.6, 0. Currently, this works is the players x or y axis moves 10 spaces away from their starting point. How can I modify this so the player is only teleported back if only their y position moves 10 spaces from their starting point? Code:
...ANSWER
Answered 2021-Oct-04 at 09:51If you want to check only the y
axis, then it's as simple as checking the difference of two numbers:
QUESTION
I am new in programming and have no idea about using the the token generate client api function in the source code from my client side golang program. Looking for some advice. Thank you so much.
Source code package: https://pkg.go.dev/github.com/gravitational/teleport/api/client#Client.UpsertToken
Function Source Code:
...ANSWER
Answered 2022-Jan-11 at 07:25It's seems your code have many mistake. And, It's very obvious you are getting syntax error. I am sure you would have got the line number in the console where actually these syntax error has occurred.
Please understand the syntax of Golang and also how to call the functions and how many parameter should i pass to those functions.
There are few mistakes i would like to point out after reviewing your code.
QUESTION
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fading : MonoBehaviour
{
[Header("Fading")]
public List objectsToFade = new List();
public float duration;
public Coroutine fadeCoroutine;
public bool automatic = false;
public bool startFading = false;
[Header("Random")]
public bool randomObjects = false;
public bool randomDuration = false;
public bool faded = false;
private bool fadeInOut = false;
private bool coroutineIsRunning = false;
private List objectsToFadeMaterials = new List();
private bool randomOnce = false;
private Material randomMaterial;
private float originalDuration;
private void Start()
{
originalDuration = duration;
for (int i = 0; i < objectsToFade.Count; i++)
{
objectsToFadeMaterials.Add(objectsToFade[i].GetComponent().material);
}
}
private void Update()
{
if (startFading)
{
if (automatic)
{
if (!coroutineIsRunning)
{
Fade();
}
}
else
{
if (Input.GetKeyDown(KeyCode.G))
{
Fade();
}
}
}
}
private void Fade()
{
fadeInOut = !fadeInOut;
if (fadeCoroutine != null)
StopCoroutine(fadeCoroutine);
if(randomDuration)
{
duration = Random.Range(1, 20);
}
else
{
duration = originalDuration;
}
if (randomObjects && objectsToFade.Count > 1)
{
if (randomOnce == false)
{
randomMaterial = objectsToFadeMaterials[Random.Range(0, objectsToFadeMaterials.Count)];
randomOnce = true;
}
if (fadeInOut)
{
fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 0, duration));
}
else
{
fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 1, duration));
}
}
else
{
for (int i = 0; i < objectsToFadeMaterials.Count; i++)
{
if (fadeInOut)
{
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 0, duration));
}
else
{
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 1, duration));
}
}
}
}
public IEnumerator FadeTo(Material material, float targetOpacity, float duration)
{
Color color = material.color;
float startOpacity = color.a;
float t = 0;
coroutineIsRunning = true;
while (t < duration)
{
t += Time.deltaTime;
float blend = Mathf.Clamp01(t / duration);
color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);
material.color = color;
if(t > duration)
{
coroutineIsRunning = false;
}
if(color.a == 1)
{
randomOnce = false;
}
if(color.a == 0)
{
faded = true;
}
yield return null;
}
}
}
...ANSWER
Answered 2022-Jan-09 at 22:53There are a lot of ways you could do this, but I personally in this case would create new coroutines FadeIn
and FadeOut
, instead of directly calling the following:
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 0, duration));
Then, at the end of your FadeOut
coroutine you can take some additional step(s) to trigger a teleport or whatever else you need to trigger. It looks like you don't want your Fading
to hold a reference to your Teleporting
, which is smart, so you could choose to fire an event instead that your Teleporting
component can subscribe to.
QUESTION
I've been working on a 2D top-down space shooter game in Unity. I am currently coding the enemy AI, which will be able to follow the player, while also keeping its distance. I am running into a problem where the AI always teleports back to 0 on the Z-axis, which makes the Enemy invisible. Here is my whole enemy script so far.
...ANSWER
Answered 2022-Jan-08 at 01:44it's been a while since I done unity and its mega late where I'am. But hopefully this helps you get on track.
QUESTION
I'm practicing with Pygame trying to learn some basic usage of classes, objects etc.
Right now I'm making a basic platformer with the help of http://programarcadegames.com/
I have a sprite Player and sprites Platforms. The platforms can also be MovingPlatforms which are supposed to move the player on collision, however when the player gets moved into other platforms some weird teleports happen and I do not manage to see the issues right now.
Basically the player is not being moved logically (to me at least) when pushed.
Very thankful for any help! Code below of Player sprite and Platform sprites. They should contain any form of collision. Also full code if anyone wants to run it (just need any "background.jpg" image-file)
Player Sprite:
...ANSWER
Answered 2022-Jan-04 at 15:44The problem is related to MovingPlatform.update
:
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