architecture-build | 主流框架研究
kandi X-RAY | architecture-build Summary
kandi X-RAY | architecture-build Summary
主流框架研究
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Top functions reviewed by kandi - BETA
- Intercept the request
- Print request log
- Print the response log
- Initializes the adapter
- Returns a listener which gets invoked when the bottom sheet is bottom of the bottom sheet
- Hide fragment
- Operation operation
- Add fragment
- Add fragments
- Default implementation of nested scroll
- Start animating view
- Initialize the view
- OnBindableViewHolder
- Initialize view
- Check if is available by ping
- Get status bar height
- Setup the navigation bar
- Gets the previous fragment
- Setup the status bar
- Checks if an Activity exists
- Remove all fragments
- OnBindViewHolder and set onViewHolder
- Override this to be overridden to ensure that the menu item is selected
- Initialize the application
- Initializes the new instance
- Returns a TranslateUpDownBehavior instance for the given View
architecture-build Key Features
architecture-build Examples and Code Snippets
Community Discussions
Trending Discussions on architecture-build
QUESTION
Hi so i was experimenting with some new concepts of css where i came around the polygon function and thought to implement in a web page so i did and everything was good and all but when i added text inside it i went outside the desired shape and its color or font wasn't changing. I want a look like what we get by using the margin-outside function can someone please help me with it
HTML
...ANSWER
Answered 2019-Jan-16 at 18:07Clip path does not give the object a boundary to keep child objects inside of it. It simply slices the object via the parameters you pass into it. Kind of like border radius does when you set a large enough value to impact the content. Anythinge outside of those parameters will be sliced off and hidden. You can use CSS shape outside or skew to change the parent object however skew will skew the children as well. Hope this helps.
QUESTION
I'm trying to use (a slightly-modified version of) Paul Smith's Advanced VPATH Method for Multi-Architecture Builds to build our app in different subdirectories, with different compiler flags for each one, based on environment variables passed to make
on the command line.
The following Makefile
is the simplified example of what we're doing:
- If the user calls
make debug=1
, theoutput
target will be built into the_debug
subdirectory with specific compiler flags - If the user calls
make release=1
, theoutput
target will be built into the_release
subdirectory with specific compiler flags
ANSWER
Answered 2019-Jan-16 at 14:52I have to admit that I have not completely analyzed your makefile
, but the following stood out to me. Reading 9.2 Arguments to Specify the Goals:
By default, the goal is the first target in the makefile (not counting targets that start with a period). Therefore, makefiles are usually written so that the first target is for compiling the entire program or programs they describe. If the first rule in the makefile has several targets, only the first target in the rule becomes the default goal, not the whole list.
So executing make debug=1 release=1 v=1
, without an explicit target mentioned, will result in only the first entry in your $(OBJDIRS)
value to become the target, not the whole list. This will be $(DEBUGDIR)
, and not $(DEBUGDIR) $(RELEASEDIR)
. This seems to explain what you are observing.
An experiment with this snippet that mimics your situation demonstrates the behavior:
QUESTION
I want to create a glow effect for my game. In order to keep this minimalistic let's say I want to glow an Image. :)
Starting with this one:
It's a three step way.
- save all bright pixels from the scene (= luminescence)
- Apply a blur effect on those pixels (= blur)
- draw original picture and the blur texture ontop (= assemble)
Step 1 and 3 are no Problem. The blur part just doesn't want to work correctly.
Before I explain further, here's my luminescence result: (threshold = 0.67f)
An now when I blur this, I get some unlucky results:
This black edge comes from the fact, that any transparent color is black vec4(0.0, 0.0, 0.0, 0.0)
. It's not an unkown Problem within SFML/GLSL, and the suggestion was to use SFML's sf::BlendMode
for this and multiply the .rgb
value of the final pixel color in the fragment shader with its alpha value. So I did and now this my result:
It's better, but definetely not good. The blur shader now also avarages out the surrounding pixels of the luminescence mask. After assembling it's just a blurry picture:
.. I tried "fixing" this in the shader files by checking if the pixel's alpha is zero. This way I don't value them when avaraging out. But since sf::BlendMode is activated, I don't know how alpha behaves now - So I deactivated the blendmode but I still have weird results. (at the very of this question I provided the code and a result from this attempt)
none of my attempts to fix this work. I really could use some help here. Maybe I'm doing something fundamentally wrong in the shaders.. here's the full code - If you want to compile it, make a folder resources with the 2 Fragment shaders and the background.jpg (in 1280x720).
luminescence.frag
...ANSWER
Answered 2019-Jan-16 at 09:26Try to make a tiny example where you just want to average TWO pixels. Left (L) and right (R). Then the left pixel is made up of R(L), G(L), B(L), A(L) and the right pixel is made up of R(R), G(R), B(R) and A(R).
Without alpha, the averaging of Blue would just be:
QUESTION
I am trying to push my Rails app to Heroku and am getting the below error:
...ANSWER
Answered 2018-Dec-24 at 20:22The error is this part Uglifier::Error: Unexpected token: name (anchorlinks). To use ES6 syntax, harmony mode must be enabled with Uglifier.new(:harmony => true)
. This should solve it.
config/environments/production.rb
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