atten | Simple attendance system using QR on browser | QRCode Processing library

 by   muhibbudins HTML Version: Current License: MIT

kandi X-RAY | atten Summary

kandi X-RAY | atten Summary

atten is a HTML library typically used in Utilities, QRCode Processing applications. atten has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Attendance system using QR only using HTML5 & JavaScript, without NodeJS and base on Browser Navigator. This project use Stream API for Webcamp and Audio API for Playing sound, so if you can't run this project. Please consider to view this compatibility table :.
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            kandi-support Support

              atten has a low active ecosystem.
              It has 11 star(s) with 17 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              atten has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of atten is current.

            kandi-Quality Quality

              atten has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              atten 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

              atten releases are not available. You will need to build from source code and install.

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            atten Key Features

            No Key Features are available at this moment for atten.

            atten Examples and Code Snippets

            No Code Snippets are available at this moment for atten.

            Community Discussions

            QUESTION

            How to simplify sequential logic design by eliminating nested if-else statements
            Asked 2021-Jun-02 at 09:05

            I have a design I've implemented using vhdl that is triggered based on a clock that sends an input signal to one of 8 output channels based on the sel input and also another 2 bit input. The elaborated design shows a lot of nesting due to the many if-else statements. So, I'm curious as to if there's a way to alleviate the nesting using case statements or some other method. I'm unfamiliar with doing this using case statements because I have two inputs that determine the output channel. The code that I currently have is displayed below.

            ...

            ANSWER

            Answered 2021-Jun-02 at 09:05

            Personally I don't mind your if-else structure. I think you mostly have a readability issue, with a lot of redundancy (in this case the check on DB_Select inside each case) and inconsistent indentation.

            This is how I'd improve the code inside the process:

            Source https://stackoverflow.com/questions/67797442

            QUESTION

            Combining items using XSLT Transform
            Asked 2021-Jun-01 at 10:55

            I have the following XML structure:

            ...

            ANSWER

            Answered 2021-Jun-01 at 10:55

            Given a well-formed input such as:

            XML

            Source https://stackoverflow.com/questions/67787088

            QUESTION

            How to save each value from an array to database in Rails?
            Asked 2020-Sep-08 at 07:23

            I would like to store each value from an array.
            For example the form sends me this data:
            "attendance"=>{"event_id"=>"6", "member_id"=>["16", "28", "26"]}
            I'd like the database to store the data as:

            ...

            ANSWER

            Answered 2020-Sep-08 at 07:23

            You are trying to add attendance in bulk, For that you can do 2 things,

            1. use gem bulk_insert, it's very easy to use here is the link https://github.com/jamis/bulk_insert
            2. you need to iterate through all the members and events from params and create a record for each. though it's a very dirty way.

            sample code would be like this. you can modify it as per your need.

            Source https://stackoverflow.com/questions/63788682

            QUESTION

            How to get entries from the .get() function?
            Asked 2020-Aug-29 at 12:03

            I am having problems with everything about this, it's supposed to be a dictionary and a translator, but I gave up on the translator part. Right now, the program cannot get any entries from the .get() function.

            ...

            ANSWER

            Answered 2020-Aug-29 at 12:03

            Event programming is kind of tricky. You shouldn't return data from an event function as when it is set as a command the Button() object has no idea what to do with it. I saw that you tried to program what to do with it, but it would be much more complicated. It is best to try not to pass variables in your command although it can be done when needed. This of course is not finished that is your job hopefully it will get your further along.

            Source https://stackoverflow.com/questions/63646277

            QUESTION

            Clip the region in Ellipse shape using ShaderLab in Unity
            Asked 2020-Mar-11 at 20:03

            I am trying to draw an Ellipsoid using shaders in Unity

            Following the steps
            1. I have written a custom shader with the help of some internet tutorial
            2. Added the shader on the material
            3. Applied that material on the object

            ...

            ANSWER

            Answered 2020-Mar-11 at 20:03

            _Radius.x and _Radius.y break the shader because _Radius is a float. It doesn't have x or y members. How could it possibly have a value for _Radius.y?

            Instead, consider adding a Scale property, then scaling the difference between world position and _Position by that amount, before comparing the magnitude of the difference to _radius:

            Source https://stackoverflow.com/questions/60643100

            QUESTION

            Shader turns either magenta or invisible when using any "LightMode" tag in Unity
            Asked 2019-Nov-28 at 10:51

            So, I´ve been trying to learn how to write UnityCG shaders by watching tutorials and trying to modify those projects on my own afterwards. But every time anything involves Tags {"LightMode" = "X"} my shader just turns invisible or "error magenta", no matter which tag i use it's always one of these two outcomes. I've rummaged through every related term i could think of, and even tried reinstalling Unity in case something was corrupted, but nothing helped.

            Here's a shader copied straight from here, no changes made, and doesn't work on my end.

            ...

            ANSWER

            Answered 2019-Nov-28 at 10:51

            Are you using LWRP or HDRP by any chance? These pipelines have their separate light modes and won't work with the ones used for the standard pipeline. For LWRP, the light mode is called "LightweightForward".

            Here is a template for writing LWRP shaders:

            https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba

            Source https://stackoverflow.com/questions/59062925

            QUESTION

            Sparse matrix multiplication in Eigen giving wrong result?
            Asked 2019-Nov-18 at 15:24

            I am using Eigen in a project of mine, and I am running into a strange issue. I have complex sparse matrices A and B (1500x1500 or larger), and am multiplying them together with coefficients.

            When A = B, and taking vector x of ones, I expect that

            (A-B)*x = 0, (A*B-B*A)*x = 0,

            (A*A*B*B - B*B*A*A)*x = 0,

            etc. and I do get this result for all these cases. (A.isApprox(B) evaluates to 1 and (A-B).norm() = 0).

            However, when I multiply the matrices by doubles, as in

            (c1*A*c2*A*d1*B*d2*B - d1*B*d2*B*c1*A*c2*A)*x,

            I get a nonzero result, which doesn't make sense to me, as scalars should commute with the matrices. In fact, if I do,

            (c1*c2*d1*d2*A*A*B*B - d1*d2*c1*c2*B*B*A*A)*x

            I get zero. Any time the coefficients are interspersed in the matrix manipulation, I get a nonzero result.

            I am not using any compiler optimizations, etc.

            What am I doing wrong here?

            Edit: I have worked up a simple example. Maybe I'm missing something dumb, but here it is. This gives me an error of 10^20.

            '''

            ...

            ANSWER

            Answered 2019-Nov-18 at 15:24

            The problem is that without a meaningful reference value defining what is the expected order of magnitude of a non-zero value, it is impossible to conclude whether 1e20 is a huge or a tiny value.

            In your case, the norm of the matrices N and D are about 1e20 and 1e18 respectively, and the norm of N*D is about 1e38. Given that the relative precision of double is about 1e-16, an error of 1e20 can be considered as 0 compared to 1e38.

            To summarize, it is most of the time meaningless to look at the absolute error. Instead, you have to look at the relative error:

            Source https://stackoverflow.com/questions/58885511

            QUESTION

            Combining Two Shaders into One Shader
            Asked 2019-Sep-25 at 00:16

            Unity Project, Want to combine these two shaders into one shader to get both of their functionality. One shader is for lighting, the other shader is for rendering better. How do I combine?

            ...

            ANSWER

            Answered 2019-Sep-25 at 00:16

            The second shader isn't too complicated, and can be merged into the first one by just using the second shader's code to change how the first shader's surf calculates fixed4 c.

            You'll also need to include the definition for RetroAA and include the Texel Size of the main texture in the shader variables.

            However, the first shader assumes that there is no partial transparency, and the second shader requires it, so you have to accomodate that. You'll need to use Alpha blending, change the RenderType and Queue to Transparent, and indicate ZWrite Off.

            Here is what that might all look together:

            Source https://stackoverflow.com/questions/53752402

            QUESTION

            How do I retrieve information from the document of the current logged in user of my app?
            Asked 2019-Sep-02 at 15:27

            While registering/signing up a user, I store data in 3 fields in each users document: Name, email and username. I have a button, pressing which reveals a welcome message as such: "Hellow, (username)", but this fails to read the username of the current user, ie the user that is currently logged in, and instead displays the username of any other random user.

            I can read the email of the current user by using Firebase Auth, ie:

            ...

            ANSWER

            Answered 2019-Sep-02 at 01:34

            I would suggest you to create a field with the uid of your users from firebase auth in your document or the document-id itself. In this repo under usersEndpoint.js take a look ath the exports.createUser.

            Source https://stackoverflow.com/questions/57747985

            QUESTION

            How to prevent the overlay of a div during responsive design?
            Asked 2019-Aug-12 at 08:42

            When I resize the screen the background color of the div is changed to black (background of div in the next line) instead of maroon. Please refer this jsfiddle link:

            [ https://jsfiddle.net/0j2n1s3d/3/ ]

            ...

            ANSWER

            Answered 2019-Aug-12 at 08:35

            All you need to do is change the coloring of the element .attention.

            Source https://stackoverflow.com/questions/57457871

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

            Vulnerabilities

            No vulnerabilities reported

            Install atten

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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