scene | Android Single Activity Applications framework | Navigation library

 by   bytedance Java Version: v1.3.1 License: Apache-2.0

kandi X-RAY | scene Summary

kandi X-RAY | scene Summary

scene is a Java library typically used in User Interface, Navigation applications. scene has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has high support. You can download it from GitHub.

Scene is designed to replace the use of Activity and Fragment on navigation and page segmentation.
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            kandi-support Support

              scene has a highly active ecosystem.
              It has 1951 star(s) with 188 fork(s). There are 43 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 5 open issues and 59 have been closed. On average issues are closed in 110 days. There are no pull requests.
              It has a positive sentiment in the developer community.
              The latest version of scene is v1.3.1

            kandi-Quality Quality

              scene has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              scene 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

              scene releases are available to install and integrate.
              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 scene and discovered the below as its top functions. This is intended to give you an instant insight into scene implemented functionality, and help decide if they suit your requirements.
            • Setup with a specific fragment
            • Checks if tag is duplicate
            • Instantiates a new holder fragment
            • Creates and returns the view which is used to render the view
            • Finishes the Interaction
            • Check if the current activity is a popup pop animation pop animation
            • Capture the view
            • Sets the transformations for a given view
            • Intercept the drag event
            • Finishes the swipe gesture
            • Builds the Animator
            • Executes a pop change action
            • Sets the edge direction
            • Invoked when the view is created
            • Applies the window insets to the navigation bar
            • On touch event
            • Returns an animation that displays an animation
            • Returns the start delay
            • Helper method to push a animation
            • Setup with activity and activity
            • Cancel animation
            • Returns the in - memory value of the given color
            • Creates and returns an Animator that animates between start and end values
            • This method is called when a change is done
            • Determine the start delay of a view
            • Cancel a change of animation
            Get all kandi verified functions for this library.

            scene Key Features

            No Key Features are available at this moment for scene.

            scene Examples and Code Snippets

            Checks if a node is in the current scene and if it is a barrier .
            javascriptdot img1Lines of Code : 31dot img1License : Permissive (MIT License)
            copy iconCopy
            function isSafe(queensPositions, rowIndex, columnIndex) {
              // New position to which the Queen is going to be placed.
              const newQueenPosition = new QueenPosition(rowIndex, columnIndex);
            
              // Check if new queen position conflicts with any other quee  
            Recursively builds the scene tree .
            javadot img2Lines of Code : 11dot img2License : Permissive (MIT License)
            copy iconCopy
            private void constructTree(Node parentNode) {
                    List listofPossibleHeaps = GameOfBones.getPossibleStates(parentNode.getNoOfBones());
                    boolean isChildMaxPlayer = !parentNode.isMaxPlayer();
                    listofPossibleHeaps.forEach(n -> {
                 
            Initialize the scene .
            pythondot img3Lines of Code : 9dot img3License : Non-SPDX
            copy iconCopy
            def init_view(self):
                    # This gets fired when the viewer of the scene is created
                    self.scene.scene_editor.background = (0, 0, 0)
                    for coil in self.coils:
                        coil.app = self
                        coil.display()
                        coil.mk_B  

            Community Discussions

            QUESTION

            UIButton with custom image still shows titleLabel even though I set it to blank - Swift iOS
            Asked 2022-Mar-18 at 16:53

            I'm pretty new to Swift, currently writing an AR game. Seems like my issue is very basic, but I can't figure it out.

            I added a button to an AR Scene through the storyboard and linked it to an IBAction function (which works correctly when the button is clicked). I gave the button an image and deleted the Title. See how the button shows up in the storyboard: button in Xcode storyboard without Title

            But when I run the app, the button image shows up with a default label (saying "Button") as shown in this image: button in iPhone screenshot WITH label next to the button image

            I can't figure out why this label is there and how to remove it. Should I add the button programmatically instead of adding it through the storyboard? Should the button be treated differently because it's an AR app?

            I was able to remove the label by adding the same UIButton as an IBOutlet and adding the following line in viewWillAppear:

            ...

            ANSWER

            Answered 2021-Nov-23 at 21:07

            When Interface Builder isn't playing nice, I often open the Storyboard file in a text editor (I use Sublime Text) and edit it manually.

            I had a similar issue - I had a button with an image, I had deleted the default "Button" title text in IB, which looked fine in Xcode, but when I ran it, the word "Button" was still there. So I found this line using Sublime Text and deleted it there:

            Source https://stackoverflow.com/questions/69980698

            QUESTION

            Fastest way to clear group with a lot of shapes / multithreading
            Asked 2022-Feb-21 at 20:14

            In my JavaFX project I'm using a lot of shapes(for example 1 000 000) to represent geographic data (such as plot outlines, streets, etc.). They are stored in a group and sometimes I have to clear them (for example when I'm loading a new file with new geographic data). The problem: clearing / removing them takes a lot of time. So my idea was to remove the shapes in a separate thread which obviously doesn't work because of the JavaFX singlethread.

            Here is a simplified code of what I'm trying to do:

            HelloApplication.java

            ...

            ANSWER

            Answered 2022-Feb-21 at 20:14

            The long execution time comes from the fact that each child of a Parent registers a listener with the disabled and treeVisible properties of that Parent. The way JavaFX is currently implemented, these listeners are stored in an array (i.e. a list structure). Adding the listeners is relatively low cost because the new listener is simply inserted at the end of the array, with an occasional resize of the array. However, when you remove a child from its Parent and the listeners are removed, the array needs to be linearly searched so that the correct listener is found and removed. This happens for each removed child individually.

            So, when you clear the children list of the Group you are triggering 1,000,000 linear searches for both properties, resulting in a total of 2,000,000 linear searches. And to make things worse, the listener to be removed is either--depending on the order the children are removed--always at the end of the array, in which case there's 2,000,000 worst case linear searches, or always at the start of the array, in which case there's 2,000,000 best case linear searches, but where each individual removal results in all remaining elements having to be shifted over by one.

            There are at least two solutions/workarounds:

            1. Don't display 1,000,000 nodes. If you can, try to only display nodes for the data that can actually be seen by the user. For example, the virtualized controls such as ListView and TableView only display about 1-20 cells at any given time.

            2. Don't clear the children of the Group. Instead, just replace the old Group with a new Group. If needed, you can prepare the new Group in a background thread.

              Doing it that way, it took 3.5 seconds on my computer to create another Group with 1,000,000 children and then replace the old Group with the new Group. However, there was still a bit of a lag spike due to all the new nodes that needed to be rendered at once.

              If you don't need to populate the new Group then you don't even need a thread. In that case, the swap took about 0.27 seconds on my computer.

            Source https://stackoverflow.com/questions/70265896

            QUESTION

            THREE.JS & Reality Capture - Rotation issue photogrammetry reference camera's in a 3D space
            Asked 2022-Jan-03 at 14:57

            Thanks for taking the time to review my post. I hope that this post will not only yield results for myself but perhaps helps others too!

            Introduction

            Currently I am working on a project involving pointclouds generated with photogrammetry. It consists of photos combined with laser scans. The software used in making the pointcloud is Reality Capture. Besides the pointcloud export one can export "Internal/External camera parameters" providing the ability of retrieving photos that are used to make up a certain 3D point in the pointcloud. Reality Capture isn't that well documented online and I have also posted in their forum regarding camera variables, perhaps it can be of use in solving the issue at hand?

            Only a few variables listed in the camera parameters file are relevant (for now) in referencing camera positioning such as filename, x,y,alt for location, heading, pitch and roll as its rotation.

            Currently the generated pointcloud is loaded into the browser compatible THREE.JS viewer after which the camera parameters .csv file is loaded and for each known photo a 'PerspectiveCamera' is spawned with a green cube. An example is shown below:

            The challenge

            As a matter of fact you might already know what the issue might be based on the previous image (or the title of this post of course ;P) Just in case you might not have spotted it, the direction of the cameras is all wrong. Let me visualize it for you with shabby self-drawn vectors that rudimentary show in what direction it should be facing (Marked in red) and how it is currently vectored (green).

            Row 37, DJI_0176.jpg is the most right camera with a red reference line row 38 is 177 etc. The last picture (Row 48 is DJI_189.jpg) and corresponds with the most left image of the clustured images (as I didn't draw the other two camera references within the image above I did not include the others).

            When you copy the data below into an Excel sheet it should display correctly ^^

            ...

            ANSWER

            Answered 2022-Jan-02 at 22:26

            At first glance, I see three possibilities:

            • It's hard to see where the issue is without showing how you're using the createCamera() method. You could be swapping pitch with heading or something like that. In Three.js, heading is rotation around the Y-axis, pitch around X-axis, and roll around Z-axis.

            • Secondly, do you know in what order the heading, pitch, roll measurements were taken by your sensor? That will affect the way in which you initiate your THREE.Euler(xRad, yRad, zRad, 'XYZ'), since the order in which to apply rotations could also be 'YZX', 'ZXY', 'XZY', 'YXZ' or 'ZYX'.

            • Finally, you have to think "What does heading: 0 mean to the sensor?" It could mean different things between real-world and Three.js coordinate system. A camera with no rotation in Three.js is looking straight down towards -Z axis, but your sensor might have it pointing towards +Z, or +X, etc.

            Edit:

            I added a demo below, I think this is what you needed from the screenshots. Notice I multiplied pitch * -1 so the cameras "Look down", and added +180 to the heading so they're pointing in the right... heading.

            Source https://stackoverflow.com/questions/70380886

            QUESTION

            Iterating over first n elements of a container - std::span vs views::take vs ranges::subrange
            Asked 2021-Dec-29 at 20:19

            So with c++ 20 we get a lot of new features with ranges, spans and so on. Now if i need to iterate over a container, but only the first n elements, what would be the most appropriate way and is there any practical difference going on behind the scenes? Or is it perhaps a better idea to just go back to regular for loops with indexes as these examples might be less performant?

            ...

            ANSWER

            Answered 2021-Dec-17 at 01:17
            • views::take is the most generic, it is suitable for almost any range, such as input_range, output_range, and more refined ranges.

            • std::span only applies to contiguous_range.

            • Although ranges::subrange is also generic, but since you need to obtain the bound of iterator through elements.begin() + n, this requires that the elements must be a random_access_range.

            It is also worth noting that after P1739, views::take will get an "appropriate" range type according to the type of range, that is, when the range is span, it will return span, and when it is string_view, it will return string_view, and when it is subrange, it will return subrange, and when it is iota_view, it will return iota_view.

            Source https://stackoverflow.com/questions/70387136

            QUESTION

            How can I efficiently find the index of a value in a sorted array?
            Asked 2021-Dec-10 at 20:34

            I have a sorted array of values and a single value like so:

            ...

            ANSWER

            Answered 2021-Dec-07 at 22:21

            If you need a faster version and you don't need to check your inputs you can write an easy C++ function:

            Source https://stackoverflow.com/questions/70240851

            QUESTION

            How to set the saturation level of an entire color channel in Unity
            Asked 2021-Dec-09 at 19:49

            I would like to set the saturation of an entire color channel in my main camera. The closest option that I've found was the Hue vs. Sat(uration) Grading Curve. In the background of the scene is a palm tree that is colored teal. I want the green level of the tree to still show. Same with the top of the grass in the foreground, It's closer to yellow than green, but I'd still want to see the little bit of green value that it has.

            I have been searching the Unity documentation and the asset store for a possible 3rd party shader for weeks, but have come up empty handed. My current result is the best I could come up with, any help would be greatly appreciated. Thank you

            SOLVED -by check-marked answer. Just wanted to share what the results look like for anyone in the future who stumbles across this issue. Compare the above screenshot, where the palm tree in the background and the grass tops in the foreground are just black and white, to the after screenshot below. Full control in the scene of RGB saturation!

            ...

            ANSWER

            Answered 2021-Dec-05 at 13:45

            My best guess would be to use a custom shader or camera FX that would gives you control over each channel.

            Hope that helped ;)

            Source https://stackoverflow.com/questions/70232151

            QUESTION

            How to make the cursor stay within the bounds of a node after changing viewportBounds while moving that node
            Asked 2021-Nov-19 at 14:49

            I have nodes that I can move, these nodes are placed on the Pane, which is on the ScrollPane.When I drag a node outside of the viewportBounds of the scrollPane, the vvalue should change so that the node is again within those bounds. To solve it I tried to use answers from this question.

            My problem is that after the node is again within the boundaries of the viewportBounds, the cursor moves relative to the node, if I want to continue moving the node outside the viewport, after several iterations the cursor will move so much that it will be outside the entire application window and will rest against the screen boundaries. How do I maintain position of cursor on the node?

            If you want to test code, keep in mind that the restructuring of the viewport boundaries occurs only when you move nodes along the Y axis.

            ...

            ANSWER

            Answered 2021-Nov-19 at 06:01

            To answer your question:

            How do I maintain position of cursor on the node?

            You need to use the AWT Robot class to move the cursor.

            Source https://stackoverflow.com/questions/70027511

            QUESTION

            Why does the TypeScript compiler compile its optional chaining and null-coalescing operators with two checks?
            Asked 2021-Nov-17 at 06:56

            Why does the TypeScript compiler compile its optional chaining and null-coalescing operators, ?. and ??, to

            ...

            ANSWER

            Answered 2021-Nov-04 at 17:40

            You can find an authoritative answer in microsoft/TypeScript#16 (wow, an old one); it is specifically explained in this comment:

            That's because of document.all [...], a quirk that gets special treatment in the language for backwards compatibility.

            Source https://stackoverflow.com/questions/69843082

            QUESTION

            How do I delete dots created by scatter! in Julia (using Makie)
            Asked 2021-Nov-14 at 21:31

            I am quite new to Julia. I am currently working on a small program, which requires me to plot a dot and remove it later (there will only be one dot at every time). I am using the the Makie package to visualize everything, but I haven't found a way to delete a dot, which has been drawn by scatter (or scatter!). The code should look something like this:

            ...

            ANSWER

            Answered 2021-Nov-14 at 05:15

            What I've used in the past to erase part of a scatter plot is to redraw the dots using the background color (white is the default I believe). If you have several layers on the plot, you may need to redraw the ones you want to keep, though, since the overwriting may erase other features if present underneath:

            julia> scene = scatter([0],[0], color="blue", markersize=10)

            julia> scene = scatter([0],[0], color="white", markersize=10)

            Source https://stackoverflow.com/questions/69955930

            QUESTION

            Set up Mongo Cluster across 2 data centers with writing enabled on both
            Asked 2021-Nov-13 at 20:18

            We're planning to expand our software to the South East Asia region. Our self-hosted Mongo Cluster is fully set up at China's AWS Data Center. How can we set up the MongoDB replicate set to AWS Singapore and allow writing on both regions and rely on MongoDB for asynchronously sync up data behind the scenes?

            ...

            ANSWER

            Answered 2021-Nov-13 at 20:18

            What you are trying to do is not possible with MongoDB replica set. If you checkout the documentation here:

            A replica set contains several data bearing nodes and optionally one arbiter node. Of the data bearing nodes, one and only one member is deemed the primary node, while the other nodes are deemed secondary nodes

            If you really want to be able to do write operations on more than one server, you will need to shard your collections. You can go through the documentation here to get started.

            Source https://stackoverflow.com/questions/69858898

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

            Vulnerabilities

            No vulnerabilities reported

            Install scene

            Add to your build.gradle:.
            NavigationScene supports navigation
            GroupScene supports ui composition

            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 bytedance/scene

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