clock | Go package to return the time ; and mock | Mock library

 by   stephanos Go Version: Current License: MIT

kandi X-RAY | clock Summary

kandi X-RAY | clock Summary

clock is a Go library typically used in Testing, Mock applications. clock has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.


            kandi-support Support

              clock has a low active ecosystem.
              It has 28 star(s) with 5 fork(s). There are 1 watchers for this library.
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of clock is current.

            kandi-Quality Quality

              clock has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              clock is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              clock 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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            clock Key Features

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            clock Examples and Code Snippets

            No Code Snippets are available at this moment for clock.

            Community Discussions


            CSS Clip/Path/Mask/Shape Animation with circle or arc segment
            Asked 2021-Jun-15 at 19:03

            How can I do an animated shape in the form of cake or clock or circle that starts with one small slice and then over time fills the whole circle:

            Is that possible with CSS? Or do I need SVG? I couldn’t find any CSS shape or mask or clipping path or anything that would work with this shape.

            Thank you very much for any hints!



            Answered 2021-Jun-15 at 19:03

            Turns out, "pie chart" is the term to google by...

            Based on an extensive article by Lea Verou featuring 2 different approaches, this is my solution:



            What happens to the CPU pipeline when the memory with the instructions is changed by another core?
            Asked 2021-Jun-15 at 16:56

            I'm trying to understand how the "fetch" phase of the CPU pipeline interacts with memory.

            Let's say I have these instructions:



            Answered 2021-Jun-15 at 16:34

            It varies between implementations, but generally, this is managed by the cache coherency protocol of the multiprocessor. In simplest terms, what happens is that when CPU1 writes to a memory location, that location will be invalidated in every other cache in the system. So that write will invalidate the line in CPU2's instruction cache as well as any (partially) decoded instructions in CPU2's uop cache (if it has such a thing). So when CPU2 goes to fetch/execute the next instruction, all those caches will miss and it will stall while things are refetched. Depending on the cache coherency protocol, that may involve waiting for the write to get to memory, or may fetch the modified data directly from CPU1's dcache, or things might go via some shared cache.



            Problem with FULLY_CONNECTED op in TF Lite
            Asked 2021-Jun-15 at 13:22

            I'd like to run a simple neural network model which uses Keras on a Rasperry microcontroller. I get a problem when I use a layer. The code is defined like this:



            Answered 2021-May-25 at 01:08

            I had the same problem, man. I want to transplant tflite to the development board of CEVA. There is no problem in compiling. In the process of running, there is also an error in AddBuiltin(full_connect). At present, the only possible situation I guess is that some devices can not support tflite.



            how do i add a detect collision in pygame
            Asked 2021-Jun-15 at 04:41

            i found this unfinished file in my files and now i need to finish it, only problem is idk really how do i detect collision with the bullet and the player thing and/or the bullet and the enemy thing, when the bullets collide with the enemy it still dies, i just don't remember how.

            here's the code ig help thanks



            Answered 2021-Jun-15 at 02:18

            Collision detection depends on your needs.

            • Bounding boxes are simple and can detect if the x, y edges of each object are not within one another. This is fine for fast moving games and things where you don't necessarily require point precision.
            • Distance vectors are also simple and perfect solution for circle collisions. They calculate the difference in distance between two objects according to a radius prescribed with the hypotenuse of distX^2 + distY^2.
            • Compound bounding objects are harder to calculate, especially for concave areas on objects of arbitrary shape. There are too many notable and novel approaches to collision detection beyond these to remark on here.

            They're also increasingly complex depending on things like variability (if they're deformable objects, if they have particle seams, etc and 2d vs 3d object collision can be vastly different worlds as well. There are tons of articles, but I'll post one with implementation here



            Why does the image flicker when displayed?
            Asked 2021-Jun-15 at 04:33

            I am making a clock in my game. After roughly 60 seconds it changes to the next number. I use the subroutine below to change the clock image when it needs to. My problem is that the images flickers when displayed, and I don't want that.

            My code;



            Answered 2021-Jun-15 at 04:33

            The problem is caused by multiple calls to pygame.display.update(). An update of the display at the end of the application loop is sufficient. Multiple calls to pygame.display.update() or pygame.display.flip() cause flickering.

            Remove all calls to pygame.display.update() from your code, but call it once at the end of the application loop:



            Unable to set time of process clock, do I need some privileges?
            Asked 2021-Jun-14 at 22:56

            In my C program, I am trying to set the time of the process clock by using the command clock_settime(CLOCK_PROCESS_CPUTIME_ID,...) but I am getting the invalid argument error EINVAL.



            Answered 2021-Jun-14 at 22:56

            On Linux, the CLOCK_PROCESS_CPUTIME_ID and CLOCK_THREAD_CPUTIME_ID clocks are not settable. This is noted in various places in the man 2 clock_getres manpage, including the NOTES section linked to above:

            According to POSIX.1-2001, a process with "appropriate privileges" may set the CLOCK_PROCESS_CPUTIME_ID and CLOCK_THREAD_CPUTIME_ID clocks using clock_settime(). On Linux, these clocks are not settable (i.e., no process has "appropriate privileges").

            (That text was moved from BUGS to NOTES about a year ago, so if you haven't updated your manpages recently, you'll find it in BUGS, close to the end. About the same time that it was moved to NOTES, it was also noted in the individual descriptions of the two clocks.)

            Recent versions of the manpage also list that as a possible reason for the EINVAL return code (it was always a possible reason, but only recently documented).



            How to have unlimited FPS and still control the FPS of your program in Pygame?
            Asked 2021-Jun-14 at 21:42

            I did some research and found this: Setting a fixed FPS in Pygame, Python 3 and this: pygame clock.tick() vs framerate in game main loop. It is similar to what I am asking.

            So the clock.tick(FPS) caps the program to run at that FPS. The reason you do this is so you can control the FPS of the program and it makes it easier for time stuff like waits.

            But how can I unlimited FPS and still control my FPS for time stuff like waits? From my understanding, this is not possible, due to the fact that clock.tick(FPS) caps the FPS and while not adding it in means unlimited FPS but you not being able to control the FPS.

            So it seems to be a question of weather to cap you FPS for control or have your program run as fast as possible, but without control.

            In conclusion, what I am asking is four questions;

            1. Pros and cons of capping your FPS
            2. Pros and cons of not capping your FPS and going on with the natural FPS of your program
            3. Is it possible to have unlimited FPS and still control my FPS for time stuff like waits?
            4. If so, how?


            Answered 2021-Jun-14 at 21:42

            You have to calculate the movement per frame depending on the frame rate.

            pygame.time.Clock.tick returns the number of milliseconds since the last call. When you call it in the application loop, this is the number of milliseconds that have passed since the last frame. When you call it without a parameter (framerate=0), the FPS are unlimited.

            Define the distance in pixels that the player should move per second (move_per_second). Then compute the distance per frame in the application loop:



            Radial Waves in Processing
            Asked 2021-Jun-14 at 18:00

            I am currently a bit stuck! Lets say, have a grid of shapes (nested For-Loop) and I want to use a wave to animate it. The wave should have an offset. So far, i can achieve it. Currently the offset affects the Y-axis … But how can I manage to have a RADIAL offset – you know – like the clock hand, or a radar line… I really would like the offset to start from (width/2, height/2) – and then walks around clockwise. Here is my code and the point where I am stuck:



            Answered 2021-Jun-14 at 18:00

            Right now, you're defining the size of the ellipses based on a transformation of sin(y). A transformation means it looks like a * sin(b * y + c) + d, and in this case you have

            • a = tileSize / 2
            • b = 300 / 60 = 5
            • c = frameCount
            • d = tileSize / 2

            If you want to do a different pattern, you need to use a transformation of sin(theta) where theta is the "angle" of the dot (I put "angle" in quotes because it's really the angle from the vector from the center to the dot and some reference vector).

            I suggest using the atan2() function.




            How can I code a clock to show me that how much time is left of the day?
            Asked 2021-Jun-14 at 13:55

            I have succeeded to make a clock using HTML, CSS and JS. But now I want it not to show me the time but to show me how much time is left of the day.



            Answered 2021-Jun-14 at 11:02

            not sure this is what you need but here is an attempt, this will show the tie left till midnight using the time of your device



            Why clock time is not being shown?
            Asked 2021-Jun-14 at 13:40

            I am trying to make a simple task manager. I added a clock at the top of the page and after a few check list I added few codes that will show me how much time of the day is left. I got that from my question: How can I code a clock to show me that how much time is left of the day? I took the second answer and it was working separately as I wanted. But after I inserted that code to my main code the time is not being shown. It's just blank. Here's my code:



            Answered 2021-Jun-14 at 13:25

            Your table is not being rendered properly because you are declaring it like this:

            Is "#8db600"" supposed to be an attribute or an attribute value? Either way, you didn't finish either declaration, so it becomes a syntax error. Remove the stray "#8db600"".

            Additionally, remove that duplicate declaration of the currentTime() function which is superfluous.



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


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            You can download it from GitHub.


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