collide | Fork of Collaborative Web IDE by Google | Continuous Deployment library

 by   WeTheInternet Java Version: Current License: Apache-2.0

kandi X-RAY | collide Summary

kandi X-RAY | collide Summary

collide is a Java library typically used in Devops, Continuous Deployment, NPM, Docker applications. collide has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

This fork has been updated to use the released version of Elemental, instead of the pre-release version in the original project. Vert.x has also been updated, and the project now uses XApi cross platform java services. All reusable functionality will be distributed in XApi, with Collide being the demo frontend for all developer tools in XApi. This copy also includes an embedded GWT super dev mode recompiler, allowing Collide to edit, recompile and hotswap its own frontend. You may test this feature by browsing to /res/demo.html#/ (or right-click demo.html in file navigator and select View in Browser).
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            kandi-support Support

              collide has a low active ecosystem.
              It has 144 star(s) with 42 fork(s). There are 27 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 4 open issues and 1 have been closed. On average issues are closed in 1231 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of collide is current.

            kandi-Quality Quality

              collide has 0 bugs and 0 code smells.

            kandi-Security Security

              collide has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              collide code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              collide is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              collide releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed collide and discovered the below as its top functions. This is intended to give you an instant insight into collide implemented functionality, and help decide if they suit your requirements.
            • Creates the menu items
            • Handle a rename
            • Creates the dom element for the tooltip
            • Send an ADD node to the frontend node
            • Perform the specified move action
            • Finds the first match before the given regular expression
            • Returns the index of the next word in the text starting at the given position
            • Finds the next non - similar word
            • Parse completion type information
            • Handle the collision
            • Processes one line
            • Gets all the actions in the page
            • Set the context menu event listener
            • Creates the text element that represents an input
            • Refresh the DOM
            • Test for the file tree
            • Initialize the gwt compiler
            • Format the merge result
            • Handles a request
            • Converts a Manifest to DTO
            • Starts the compiler process
            • The entry point
            • Starts the server
            • Handles a CUBE request
            • Handles a debug extension response
            • Find autocomplete proposals
            Get all kandi verified functions for this library.

            collide Key Features

            No Key Features are available at this moment for collide.

            collide Examples and Code Snippets

            Determine the filename to add to the asset list .
            pythondot img1Lines of Code : 37dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def get_asset_filename_to_add(asset_filepath, asset_filename_map):
              """Get a unique basename to add to the SavedModel if this file is unseen.
            
              Assets come from users as full paths, and we save them out to the
              SavedModel as basenames. In some cas  
            Collide sprite with the given direction .
            pythondot img2Lines of Code : 19dot img2License : Permissive (MIT License)
            copy iconCopy
            def collide_with_walls(sprite, group, dir):
                if dir == 'x':
                    hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect)
                    if hits:
                        if hits[0].rect.centerx > sprite.hit_rect.centerx:
                            sprite.po  
            Return a list of the items that collide the given rectangle .
            pythondot img3Lines of Code : 5dot img3License : Permissive (MIT License)
            copy iconCopy
            def possible_collisions(self, rect):
                    items = []
                    for branch in self.branches:
                        if rect.colliderect(branch.rect):
                            items += branch.items  

            Community Discussions

            QUESTION

            Move Index View above home indicator in Tab View
            Asked 2022-Feb-25 at 06:45

            I have reached an annoying issue with SwiftUI. I have a horizontal pager with vertical scroll views as pages. It is defined as simple as they come,

            ...

            ANSWER

            Answered 2022-Jan-09 at 13:34

            This is possible if you create a custom UIPageControl, manually tag each tab in the TabView, and make sure to keep track of the numberOfPages:

            Source https://stackoverflow.com/questions/70563979

            QUESTION

            Phaser3 Scene switching error. How can i do?
            Asked 2022-Feb-15 at 13:01

            I have this error when I touch a wall to change scene:

            Cannot read properties of undefined (reading 'start')

            I tried several techniques but none worked, yet I have no other errors and my code is quite simple and I don't understand why it doesn't work... Here is my code:

            ...

            ANSWER

            Answered 2022-Feb-15 at 13:01

            The problem is this line:

            Source https://stackoverflow.com/questions/70932831

            QUESTION

            nexus-staging-maven-plugin: maven deploy failed: An API incompatibility was encountered while executing
            Asked 2022-Feb-11 at 22:39

            This worked fine for me be building under Java 8. Now under Java 17.01 I get this when I do mvn deploy.

            mvn install works fine. I tried 3.6.3 and 3.8.4 and updated (I think) all my plugins to the newest versions.

            Any ideas?

            ...

            ANSWER

            Answered 2022-Feb-11 at 22:39

            Update: Version 1.6.9 has been released and should fix this issue! 🎉

            This is actually a known bug, which is now open for quite a while: OSSRH-66257. There are two known workarounds:

            1. Open Modules

            As a workaround, use --add-opens to give the library causing the problem access to the required classes:

            Source https://stackoverflow.com/questions/70153962

            QUESTION

            JS, Socket.io, Phaser3, Object Not Being Created
            Asked 2022-Jan-22 at 18:04

            I'm a JS, phaser3 and Socket.io newbie and I really want to learn.

            Code Context:

            • Phaser3
            • Socket.io
            • Loading state of game room before socket connects
            • Generating the NPC's and players
            • fails when there's an attempt to access NPC's (mass) sprite in the same callback it was created

            Issue:

            • Cannot access the sprite property, and in general seems like the object wasn't created in the first place

            I have the socket listening in Phaser3's "create()" function for "universeState" after it has connected to the socket server. index.js:

            ...

            ANSWER

            Answered 2022-Jan-22 at 18:04

            The reason why you cant access the property is "easy", it's because the this.state.state.mass object is empty.

            since te output:

            Source https://stackoverflow.com/questions/70661274

            QUESTION

            Using dbt and Meltano, how can I prevent multiple dbt job runs from conflicting with each other?
            Asked 2021-Dec-28 at 18:34

            When running dbt jobs in Meltano, dbt run jobs may collide with each other if run out of a triggered context - for instance, when an on-demand job collides with a scheduled job or a CI-based job.

            If dbt run operates on the same tables at the same time, this generally causes a crash and sometimes a data quality issue if the same insert is performed twice on a single target table.

            Any way to prevent run collisions, using either Meltano functionality or native dbt functionality?

            ...

            ANSWER

            Answered 2021-Dec-16 at 18:22

            One way is to generate a lock in your target database. Here's an example for MSSQL.

            I chose a on-run-start: hook. This hook attempts to grab a lock for dbt that lasts for the duration of the DB session.

            dbt_project.yml

            Source https://stackoverflow.com/questions/70383118

            QUESTION

            Overloading operator in different ways depending on template argument
            Asked 2021-Dec-28 at 13:57

            I have a class

            ...

            ANSWER

            Answered 2021-Dec-28 at 13:39

            SFINAE only works with templates. You can make the 1st operator& template as:

            Source https://stackoverflow.com/questions/70507626

            QUESTION

            C++: Is there a more elegant solution to this (multiple dispatch) runtime polymorphism?
            Asked 2021-Dec-03 at 20:20

            The main problem is simple, really. Given a base (more abstract) class and multiple derived ones that need to interact with each other, how do you go about doing it?

            To give a more concrete example, here is an implementation with hitboxes for a 2d videogame:

            ...

            ANSWER

            Answered 2021-Dec-03 at 20:20

            The interaction could be managed by the base class itself. Something like this:

            Source https://stackoverflow.com/questions/70205523

            QUESTION

            How to resolve this physical collision with impulses?
            Asked 2021-Nov-29 at 18:23

            I've started to write a physics engine but became stuck on some physics of resolving collisions. Let's say I have this situation:

            I.e. body B is going towards body A at the speed of 1 space units/time unit. Both A and B have the same mass of 1 unit. Let's consider a completely elastic collision.

            I've read in a book (Game Physics Engine Development) that an impulse-based approach can be used to resolve the collision (i.e. find out the linear and angular velocities of both bodies after the collision). As I understand it, it should work like this:

            1. When the bodies collide, I get the point of the collision and the collision normal.
            2. At the point of the collision I consider only two points colliding in the direction of the normal (the points at which the bodies are touching, i.e. I ignore the shapes of both bodies) and I compute the new velocities of these two colliding points (this is easy to do, there is a simple formula found e.g. on Wikipedia).
            3. I find an impulse such that when applied to both bodies at this point it achieves the computed velocities for these two points.

            Now the problem arises when I consider that from a physical point of view both momentum and kinetic energy need to be conserved. With these constraints in mind there is seemingly no solution, because:

            When B collides with A, B should come to complete stop and transfer all its momentum and kinetic energy to A, according to elastic collision formula. In order for linear momentum to stay conserved, A then has to start linearly moving left at the same speed as B was before the collision (as they have the same mass). So now A has the same kinetic energy as B had, which however means that A cannot come into rotation because that would add additional kinetic energy to it (as rotating adds kinetic energy as well as linear motion), breaking the conservation of kinetic energy. Nevertheless, the physically correct solution IS for A to both move linearly to the left AND rotate as B colliding at this location exerts torque (and I've also checked real life object behave this way). Note that we cannot take away some energy of A's linear motion and add it to the rotation as that breaks the conservation of linear momentum.

            The only "real" solution is that B doesn't come to complete stop and keeps some momentum while A will be both moving left and rotating. But this doesn't seem to be doable with the impulse-based approach that only takes into account the two colliding points, the elastic collision formula simply say the point at B should come to stop and as B cannot receive any torque (the collision happens in its middle), the only way to fulfill this is for B to stop moving.

            So is there something I missed? Is the impulse-based approach just not physically correct? I appreciate any insight and suggestions on how to correctly resolve the collision. Thanks!

            ...

            ANSWER

            Answered 2021-Nov-29 at 18:23

            The formulas that you're looking at are for the collision of two point masses. Point masses can't have angular momentum, and so the formulas have no room for that term.

            You have to go back to first principles.

            Suppose that an edge collides with another body at a point (think corner hitting an edge). Then a specific impulse is imparted at that point, in a direction normal to the edge. (Any other direction would have required friction, which would make this a non-elastic collision.) The opposite impulse is imparted to the other body, along the same vector. Imparting opposite impulses to both bodies is sufficient to guarantee both conservation of momentum and angular momentum. But conservation of energy is going to take some work.

            Next, what happens when we impart that momentum? As this physics answer says, we impart momentum as if the impulse happened to the center of mass. We impart angular momentum equal to the cross product of the impulse and the moment arm (the vector describing how much the impulse misses the center of mass). This will cause the body to start rotating at a rate of the impulse divided by the moment of inertia.

            You get kinetic energy from the motion of the center of mass, but also kinetic energy from its rotation.

            So in your 2-D collision you now have the following facts:

            1. The mass of each body.
            2. The velocities of each body.
            3. The moment of inertia of each velocity.
            4. The angular velocity of each body.
            5. The moment arm of the line of force for each body.

            You can now calculate the kinetic energy of the whole system, as a function of the magnitude of the specific impulse. Unlike the point mass, ALL of these factors play into it, making the equation complicated. However, like the point mass, you'll get a quadratic equation with 2 solutions. One solution is 0 impulse imparted (representing the system before the collision), and the other is your answer afterwards. Complete with changes to the momentum and angular momentum of both systems.

            Source https://stackoverflow.com/questions/70157416

            QUESTION

            I wonder if I can have a redux store in the library and the App also have a redux store
            Asked 2021-Nov-19 at 08:57

            I'm really new to React and need to ask. Can I have a ReactJs Redux store in a library and then use that library in an App that also has a Redux store?

            Both of them do this:

            ...

            ANSWER

            Answered 2021-Nov-13 at 02:55

            In my opinion, everything is possible in the programming world, definitely, having a multi-store is possible too.

            You asked several questions, first of all, I answer them and then explain a little bit more.

            Can I have a Reactjs Redux store in a library and then use that library in an App that also has a Redux store?

            1. Yeah, it's possible, the famous library that makes Redux easy to use is Redux Toolkit, which has a very easy flow to use and implement in your application, even it has a CRA template that you can create your application (zero-config) based on redux npx create-react-app [my-app-name] --template redux or redux-typescript npx create-react-app my-app --template redux-typescript. it works properly.

            Will these two React Stores collide? Can they exist independently?

            1. No, they won't collide because each store (never mind it is redux, mobx, or whatever) has a Provider and you should wrap part of your application or entire of it by using that , so if you wanna have two stores, you can add two Providers and they won't collide. but, in connecting, and getting some data from stores, you should pay attention that which Provider you are going to call from. so they will be able to exist independently.

            Source https://stackoverflow.com/questions/69898079

            QUESTION

            UE4 Mesh several collision points detecting
            Asked 2021-Nov-13 at 07:12

            I need to find all hit points (vertices) when my meshes collide since with OnHit there is only one Impact point in the structure and there is only one (red debug sphere). Is there any way to do this? (for example in Unity collision struct has an array of these points: collision.contacts)

            This is an example when 2 cubes are in contact with the faces and there are many contact points (not 1)

            ...

            ANSWER

            Answered 2021-Nov-13 at 07:12

            A collision generates overlap events so you can use OnComponentBeginOverlap and get SweepResult for the overlap event in theory. But SweepResult is not too reliable so I would suggest doing a Spherical Sweep inside the overlap event.

            Source https://stackoverflow.com/questions/69433720

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

            Vulnerabilities

            No vulnerabilities reported

            Install collide

            To run: Java 7
            To build: Ant 1.8.4+
            All other dependencies are currently bundled in
            First, run ant build test to make sure all generated files are created.
            Import the existing Eclipse project in the root directory.
            Java 7 must be your default JRE.

            Support

            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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            gh repo clone WeTheInternet/collide

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