collide | Fork of Collaborative Web IDE by Google | Continuous Deployment library
kandi X-RAY | collide Summary
kandi X-RAY | collide Summary
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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Top functions reviewed by kandi - BETA
- 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
collide Key Features
collide Examples and Code Snippets
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
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
def possible_collisions(self, rect):
items = []
for branch in self.branches:
if rect.colliderect(branch.rect):
items += branch.items
Community Discussions
Trending Discussions on collide
QUESTION
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 13:34This is possible if you create a custom UIPageControl
, manually tag each tab in the TabView
, and make sure to keep track of the numberOfPages
:
QUESTION
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 13:01The problem is this line:
QUESTION
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 22:39Update: 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 ModulesAs a workaround, use --add-opens
to give the library causing the problem access to the required classes:
QUESTION
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 18:04The reason why you cant access the property is "easy", it's because the this.state.state.mass
object is empty.
since te output:
QUESTION
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 18:22One 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
QUESTION
I have a class
...ANSWER
Answered 2021-Dec-28 at 13:39SFINAE only works with templates. You can make the 1st operator&
template as:
QUESTION
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 20:20The interaction could be managed by the base class itself. Something like this:
QUESTION
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:
- When the bodies collide, I get the point of the collision and the collision normal.
- 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).
- 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 18:23The 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:
- The mass of each body.
- The velocities of each body.
- The moment of inertia of each velocity.
- The angular velocity of each body.
- 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.
QUESTION
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 02:55In 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?
- Yeah, it's possible, the famous library that makes
Redux
easy to use isRedux 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 reduxnpx create-react-app [my-app-name] --template redux
or redux-typescriptnpx create-react-app my-app --template redux-typescript
. it works properly.
Will these two React Stores collide? Can they exist independently?
- 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
Provider
s 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.
QUESTION
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 07:12A 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.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install collide
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.
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