mvp | MVPcss — Minimalist classless CSS stylesheet for HTML elements | Theme library
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kandi X-RAY | mvp Summary
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QUESTION
I have a flow that starts with a regular function (no async in method signature) and down the line I call Task.Run(await () => asyncFunction()).
Aside from it being bad practice to do await and not expect anything back, is there a way i can run a unit test that will run the code to the end? Currently, once the unit test finishes, the task that needs to run in the Task.Run gets cancelled since the task is async and gets put at the end of the task queue (as far as i understand), the main thread finishes and the task doesnt get a chance to run.
Thanks
EDIT : adding MVP :
...ANSWER
Answered 2021-Jun-13 at 00:05Aside from it being bad practice to do await and not expect anything back, is there a way i can run a unit test that will run the code to the end?
One of the reasons "fire and forget" is a bad practice is that the calling code cannot know when the work is complete (or whether it completes, or if it completes with an error).
It is this very same reason that makes testing this difficult. You'll need to inject some kind of mock to detect whatever side-effects the work has, and busy-wait in your test until the side effect is observed. A timeout will be necessary to allow the test to fail (rather than hang), and timeouts make your tests inherently flakey. This is one reason why fire-and-forget is a bad practice.
QUESTION
I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.
ScreenToWorldSpace Method:
...ANSWER
Answered 2021-Jun-10 at 03:17Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).
What you probably want to do something along these lines:
QUESTION
I am searching for a method (package) that enables me to 'drop' a row from one table on a row in another table. The server-side functionality that I am envisioning with it is that I can create some logic that will update the destination table. Unfortunately, I have not been successful prototyping this with the packages with the available shiny packages I could find.
The idea of the MVP concept in the code below is to assign (with drag 'n drop on) one of the callers in the top table to a row in the second table.
The closes I have come to it, is the following:
...ANSWER
Answered 2021-Jun-06 at 19:48You can make an interface using {shinyjqui}
that allows you to drag cells from some
table, drop them into a different table, and have shiny update the
underlying data frame of the table the draggable was dropped in.
First we need to define our draggable and droppable in our server function.
QUESTION
I have created main.tf file as below for Mongodb terraform module.
...ANSWER
Answered 2021-Jun-03 at 01:05The error message explains the most likely reason for seeing this error message: you've upgraded directly from Terraform v0.12 to Terraform v0.14 without running through the Terraform v0.13 upgrade steps.
If you upgrade to Terraform v0.13 first and follow those instructions then the upgrade tool should be able to give more specific instructions on what to change here, and may even be able to automatically upgrade your configuration for you.
However, if you wish then you can alternatively manually add the configuration block that the v0.13 upgrade tool would've inserted, to specify that you intend to use the mongodb/mongodbatlas
provider as "mongodbatlas" in this module:
QUESTION
I have a project that already was deployed on Vercel. Since last week Im working on improve the layout with the goal of finish a MVP of this project. So, I changed my usage of auth0, using the package to nextjs @auth0/nextjs-auth0. I ran
...ANSWER
Answered 2021-Jun-01 at 10:50After see other examples I just edited manually the package.json.
After run npm install @auth0/nextjs-auth0
the package was automatically added "@auth0/nextjs-auth0": "github:auth0/nextjs-auth0",
.
I just edit to
QUESTION
My goal is to be able to create what is called an Occupancy grid, its similar to a tile/grid game, looks like the attached image. This is for a small robot project I am working on. All being done in C/C++.
So I want to be able to:
- Change the resolution, or size of each grid cell. So for example 1x1cm or a 5x5cm, etc.
- Change the color of each cell based on some criteria. Obstacle == black, free == white, etc. Might add user click on cell and it change color. For example if the robot starts in 0x0 the cell is red, then the next instance it moves to 1x1. Now 0x0 should be white color, and 1x1 should be red.
- Add some form of scrolling or following (probably done through MVP camera).
What OpenGL method/approach should I take? I am currently thinking of:
Having a square shader (two triangle vertices and index buffer) with a color attribute. Then have a vertex array object/buffer with all the indicies and colors, but wondering how to handle changing colors during run time.
Having all the real world center or corner coordinates(0x0, 0x1, ...1x1, etc) for each grid and have the shaders draw the individual squares, if possible.
Use a texture/image of NxN and update the texture pixel colors.
I am just not sure what is the best scalable, or performant approach. What if I want to draw a 10000x10000 grid cell (zoom out far for example), or if the color is changing a lot.
The most dynamic aspect of the grid is the fill color. For example I may have a grid of 100x100. At one instance all cells are white, then as the robot moves I change the color of the corresponding cell. Or if it detects an obstacle in a cell change that cell color.
...ANSWER
Answered 2021-May-23 at 00:16I came up with something that you should use for your project. It is a zoomable grid that can be resized to whatever dimensions you need. It should be relatively fast, lines are batched and quads are instanced. It has basic interaction with left and right click and the scroll wheel click and scroll, but you should be able to adapt this interface to your needs. The API should be fairly easy to use createCell
, removeCell
, etc...
A few things:
- The app doesn't render cells that are not in the view frustum, so performance is better when zoomed in, although there are some hacks to get this to work reasonably fast at zoomed out too
- I could only test to 1000x1000 squares (~10-12fps fully zoomed out), i didn't have enough memory for 10000x10000 squares (uses ~3GB).
This was fun to make and I hope you can make use of it, if you have any questions let me know!
EDIT:
yes the flatten
section was a bit unstructured. That flatten method was originally just to flatten a 2D models vector down to a 1D vector to be sent to the GPU (the internal _model
data). The ternary operations are determining a 2D slice of this list (think a box section within the main grid), which is how the frustum cull occurs.
bottomLeft and topRight is used to calculate the bounding box of the camera frustum which gets intersected with the whole grid to get indexes into an (ordered) vector of models and colors that gets sent to the GPU, its abit hacky but it ensures operations that interact with the grid (add, remove, change color,etc...) are O(1).
There was a small bug causing some cells to freeze, and it was caused by resetting the cell to uninitialized in the QuadRenderer's remove()
method omitted it from being sent to the GPU (a performance saving optimization), and it was causing the memory to be offset incorrectly, and causing the rendering to desynchronize. So it could have been solved two ways, remove the check to send only initialized cells to the GPU (slower) or just set squares to white instead (hackier). So I chose to set removed cells to white, which means they still get rendered (even though they are camouflage with the clear color). You might be able to change so white cells don't get rendered either, but it shouldn't be too much lost performance, considering you keep cells uninitialized to start (don't for god sake initialize them to white! :) )
The remove() function can be changed to:
QUESTION
I hope is all well with you.
I have constructed my code and build according the MVP style as well pulling JSON data but when I run the the code the horizontal recycle view and the JSON data is not being displayed. I tried going through every line of code and watching other tutorials but still no results.
Here is below my main activity:
...ANSWER
Answered 2021-May-19 at 09:40You should update your recycler view adapter once your fetch call is executed, not before it ends.
Modify your fetchcatogries
declaration so it accepts a callback method, which will be executed after the data are loaded.
This method will accept a list object as a parameter, which you will manage in your ProductCategoryActivity
to populate the RecyclerView
.
QUESTION
I'm creating a few glowing particles in raylib using shaders and the particles are supposed to move along with the mouse but when compiling it gets stuck to the bottom left corner and the particles dont move.
The c++ code
...ANSWER
Answered 2021-May-19 at 08:40The uniform particle
is of type vec2[30]
. An uniform array can needs to be set with SetShaderValueV
instead of SetShaderValue
:
SetShaderValue(shader, particleLoc, particles, SHADER_UNIFORM_VEC2);
QUESTION
The following is MVP of what I am doing
...ANSWER
Answered 2021-May-16 at 20:03The function print_debug_person
takes ownership of the value given to it, so calling it with person_arc
will attempt to move it. However, since the closure is intended to be called multiple times, this would leave the value invalid for future calls.
To fix this, you can either make a new Arc
each time by cloning it:
QUESTION
I am trying to get the second last value in each row of a data frame, meaning the first job a person has had. (Job1_latest is the most recent job and people had a different number of jobs in the past and I want to get the first one). I managed to get the last value per row with the code below:
first_job <- function(x) tail(x[!is.na(x)], 1)
first_job <- apply(data, 1, first_job)
...ANSWER
Answered 2021-May-11 at 13:56You can get the value which is next to last non-NA value.
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