flung | Google Play version : https : //play

 by   patrykpoborca Java Version: Current License: No License

kandi X-RAY | flung Summary

kandi X-RAY | flung Summary

flung is a Java library typically used in Telecommunications, Media, Media, Entertainment applications. flung has no bugs, it has no vulnerabilities and it has low support. However flung build file is not available. You can download it from GitHub.

Google Play version:
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            kandi-support Support

              flung has a low active ecosystem.
              It has 4 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              flung has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of flung is current.

            kandi-Quality Quality

              flung has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              flung does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              flung releases are not available. You will need to build from source code and install.
              flung has no build file. You will be need to create the build yourself to build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed flung and discovered the below as its top functions. This is intended to give you an instant insight into flung implemented functionality, and help decide if they suit your requirements.
            • Called when a touch event is pressed
            • Generates a random line that contains a good gap between two points
            • Creates a new line
            • Checks if any float line intersects with the given object
            • Button
            • Starts a user - initiated login process
            • Prints the misconfigured debug info
            • Get the SHA1 cert fingerprint
            • This function is called when the user is signed
            • Resolve a connection failure
            • Set up the game view
            • Reset all resources
            • This method is called when the player is saved
            • Sets up the game borders
            • Initialize the world model
            • Called by the Google API when it is disconnected
            • Renders the rectangle to the given canvas
            • Decodes and returns a bitmap from a resource
            • Create a deep copy of this line
            • Checks whether the sample is set up
            • Gets the increment for a given position
            • Called when a connection is established
            • Shows a Dialog error dialog
            • Handles a connection failure
            • Initializes the window
            • Run the game loop
            Get all kandi verified functions for this library.

            flung Key Features

            No Key Features are available at this moment for flung.

            flung Examples and Code Snippets

            No Code Snippets are available at this moment for flung.

            Community Discussions

            QUESTION

            How do you make a gameobject stay on top of another?
            Asked 2021-Apr-20 at 22:56

            I'm working on the full version for a puzzle platformer I made, where you switch between players, and in this case(or problem, idk), carry other players that aren't being controlled.

            Basically I want the controlled player to be able to carry another player on it's head, and stil be able to jump as high. In the game jam version, I just set the rigidbody mass to zero and made the velocity the same as the cube under it. But now, if I do that, whenever I move, the player on top gets flung extremely fast and teleports around. Not exactly what I wanted.

            I've tried making them both apply force for moving and jumping, but the top one jumped of the bottom one, and then they met in the air and the top one jumped again. I also tried using a fixed joint, but the movement was way too fast and broken, and they stuck together too well. I tried applying more force, but the top cube just jumped really high. I just can't win.

            On top of that, whenever the top cube falls on the bottom cube in the air, the top one almost bodyslams the bottom one into the ground - they fall really quickly.

            What I want is for the top cube to sit nicely on the bottom cube WITHOUT GOING HIGHER THAN THE BOTTOM CUBE, just sitting on it, without making the jump lower, but to also easily be removed by a block pushing it off, and the bottom player jump going under it.

            EDIT: Tried parenting the cube did not work, instead I got wierd glitches.

            EDIT 2: I tried FixedJoint2D with a slightly different setup, and sometimes it works, but other times it breaks for no reason and the movement is wierd. Like... You're not supposed to jump that high. Code:

            ...

            ANSWER

            Answered 2021-Apr-09 at 00:15

            First disable all that can move your top object, like rigidbody (make it isKinematic). Then you can parent the top object to the bottom object (or maybe to an empty or bone on it's head) and thats it! When you parent an object to another, the parent will move the child. For parent in code use "topObject.transform.SetParent(bottomObject.transform)" And for un parent use "topObject.transform.SetParent(null)"

            Source https://stackoverflow.com/questions/67013344

            QUESTION

            Collision detection/player movement physics
            Asked 2021-Apr-03 at 03:42

            I have an issue understanding and fixing an issue I am having. I have a collision map and if an element is a 1 it should trigger my collision detection function, which it does. I am pretty sure my problem exist with how I am controlling my characters movement but I can't figure out what to do to fix it. If I hit a wall I can still move through it even though I set player.vx to 0. So then I added player.x = cell.x - cell.w but doing that for all sides causes the character to be flung around depending on which side gets called first in my routing table.

            I have also tried many many variations of adding velocity to my player to prevent the unwanted penetration.

            Here's my players code

            ...

            ANSWER

            Answered 2021-Mar-30 at 02:44
            Alright I think I got it

            First off, it looks like leftCollision() and rightCollision() functions have the names mixed up.

            The if conditional statements in both functions look correct to me, so I decided to rejected the new x value by assigning the oldX value to it:

            Source https://stackoverflow.com/questions/66863516

            QUESTION

            PCRE REGEX to match one or more sentences containing a set of characters
            Asked 2021-Mar-16 at 19:27

            I have blocks of text which contain only one specific HTML tag (i.e. the "mark" tag) and I want to extract a paragraph of all the contiguous "sentences" which contain that tag. A "sentence" in my use-case is delimited by a question mark, exclamation mark, full stop or semi-colon.

            EDIT: The "mark" tags are being generated automatically on the server-side and they are always well-formed. There is no risk of summoning cthulhu in my use-case.

            What I have tried:

            Starting with the second result in this PCRE regex, which works for selecting all sentences that contain the word "flung", see for example this regex tester. I have added semi-colons since those are in my use-case as well:

            ...

            ANSWER

            Answered 2021-Mar-16 at 19:27

            You may use this PCRE regex that meets your requirements:

            Source https://stackoverflow.com/questions/66645826

            QUESTION

            Does this work: EF Core 3.1, multiple (0..1)-to-1 relationships
            Asked 2020-Sep-06 at 09:10

            This started out as a question about how to do this, I spent most of the day spinning around, then in the process of trying to ask a good question, I think I solved my problem. Since I had the question written and the example code (at least five iterations), I am going to post it anyway, and ask this:

            • Does this sound like a valid approach?
            • Am I missing something I'll regret?
            • Is there any simple way to drop the IX on CountryID? It won't be discriminatory (90% of addresses will be in CA, another 9% in US, and maybe a couple of far-flung ones).

            It may also help anyone else searching as the previous answers I found either were for other/older versions of EF or different scenarios (like using a billing and a shipping address).

            --

            Here's the question and what i think I found as a solution:

            I want to model zero-or-1 to 1 relationships between mailing addresses and the other entities that use them.

            Given:

            • prefer to keep all of the postal addresses in the same table.
            • a user can have one mailing address or none.
            • a branch office can have one mailing address or none (none would be uncommon, but possible)
            • the addresses are not shared (that is, if two users happen to have the same address, it would end up being duplicated with two different keys; and a user and a branch do not have the same address)

            I ended up with these classes:

            ...

            ANSWER

            Answered 2020-Sep-06 at 09:10

            This is all pretty standard, EF Core recognizes one to one relationships without needing to do configuration (as long as you're defining the foreign keys) so you don't have to configure one to one relationships (in most cases).

            You can either expose the entity id as a foreign key in the other entity or define a custom one your self and decorate it with the foreign key attribute pointing to the navigation property.

            As long as you're defining nullable foreign keys you can achieve the "zero-or-1 to 1 relationships" i.e, a principal entity can contain dependent entity or null.

            I would add the navigation properties on both ends of the relationship so i can access information more easily for different scenarios.

            And its recommended to name your entity ids like this: PostalAddressId, BranchId...

            Source https://stackoverflow.com/questions/63759414

            QUESTION

            Vega-Lite / Altair: How to Center or Crop a Map of Europe?
            Asked 2020-Apr-10 at 19:45

            I have some data on European countries. I'm trying to create a visualization in Altair / Vega-Lite using the world-110m data. Everything technically works fine, except that coded boundaries of the countries also include far-away territories, producing a terrible map that looks like this:

            Here is my code:

            ...

            ANSWER

            Answered 2020-Apr-10 at 09:57

            I don't have your df dataset, so I post rather simple example.

            Source https://stackoverflow.com/questions/61135952

            QUESTION

            Creating a primitive ramp in Unity - Not working as expected
            Asked 2019-Jan-20 at 08:39

            Using cubes as my primitive game objects, I've created a runway, ramp and player. I expect my player to be flung into the sky on hitting the ramp at velocity, however the ramp stops my player cold in its tracks. I have friction and drag set low. Do I need to adjust mass? Should I use a rounded player?

            Here are my object settings:

            Ground

            Ramp

            Player

            Ramp 3D

            ...

            ANSWER

            Answered 2019-Jan-20 at 08:39

            In the Collider component, you need to use Physical Material. In the Physical material, enter Bounciness "1"

            Source https://stackoverflow.com/questions/54272947

            QUESTION

            Singular Jekyll post anomaly not rendering
            Asked 2018-Mar-29 at 04:58

            I have been searching around for a solution to this but I have come up with nothing pertaining to my specific case.

            Problem: a single Jekyll post is not showing up.

            Details:

            • It is a Github Pages site that I push to, so I do not render the Jekyll myself
            • Another post in the same push to Github is visible and just fine
            • It is in the same folder as many other posts that published (specifically a sub-folder under _posts)
            • The front-matter is formatted the same way as all the other posts that published
            • The date of the post is not in the future
            • There are no illegal hidden characters I can find within the file
            • The name of the file is properly formatted
            • There is a post published after the post in question that is working properly and I made sure to clear my cache

            Context: It is a personal D&D related site so forgive the weird content, but here is the paste of the file. The file is named "2016-11-10-teacup-of-the-tempest.md"

            ...

            ANSWER

            Answered 2018-Mar-29 at 04:58

            If you run your site locally, you will see that you have five files that are producing an "Error: could not read file /path/to/file: invalid byte sequence in UTF-8", because they have a Western (Windows 1252) encoding and not an UTF-8 without BOM encoding.

            Ensure that :

            • wondrous/2016-11-07-urn-of-the-lava-bearer.md,
            • wondrous/2016-11-10-teacup-of-the-tempest.md,
            • ring/2016-11-16-ring-of-the-golden-defender.md,
            • weapon/2016-11-16-lead-hex-crossbow.md,
            • and wand/2016-11-03-staff-of-thundering-orbs.md

            are UTF-8 without BOM encoded.

            Source https://stackoverflow.com/questions/49541213

            QUESTION

            Javascript: define, select, and print context of any clicked node from an html document?
            Asked 2018-Mar-27 at 12:05

            ANSWER

            Answered 2018-Jan-26 at 15:35

            You were really close with the getElementsByTagName ideas. As it sounds like you want to go through all a tags you can query for all of them and then just go in the direction once you've found the one that isn't the clicked on:

            Source https://stackoverflow.com/questions/48464484

            QUESTION

            iOS: What velocity threshold makes a pan gesture a flick?
            Asked 2018-Mar-19 at 11:33

            In handling a UIPanGestureRecognizer in iOS, guidance such as that found here

            https://developer.apple.com/documentation/uikit/touches_presses_and_gestures/handling_uikit_gestures/handling_pan_gestures?language=objc

            and

            https://material.io/guidelines/patterns/gestures.html#gestures-drag-swipe-or-fling-details

            advises using the velocity property to distinguish a normal drag from a swipe or a flick/fling. Nowhere does it say what a typical threshold is. For the sake of example, say we're dragging a thumbnail (44x44 points) across an iOS screen. Fine-tuning aside, above what velocity y-value would you consider the pan gesture to be a flick/fling?

            Context: I'm trying to implement the iOS behavior you see in iOS 11 on an iPhone X, where swiping upward on the bar flings an app back to its home icon, except I'm doing it on cells being flung back to a UICollectionView.

            ...

            ANSWER

            Answered 2018-Mar-19 at 11:33

            After doing some research I found that Apple uses velocity of 300 to detect flicking in ScrollView.

            Source https://stackoverflow.com/questions/48416315

            QUESTION

            Why do mobile viewport dimensions change if there is overflow in flexbox container with 'nowrap'?
            Asked 2018-Feb-23 at 17:22

            Unsurprisingly, if a parent with display: flex: 1. Has flex-direction: row and flex-wrap: nowrap and, 2. Has any children that start wide (flex-basis) and don't allow shrinking (via flex-shrink: 0), the content will exceed the bounds of the parent dimensions.

            If this flex parent is the width of the screen, browsers generally just honor the 'nowrap' layout anyway and put up a horizontal scrollbar if the viewport gets too small. But on a mobile screen this isn't the only thing that happens. The window's opinion of its own viewport size seems to change, and it throws off the scale of the page.

            I've recreated in a simplified page:

            HTML:

            ...

            ANSWER

            Answered 2018-Feb-23 at 17:22

            Adding overflow: auto to the outer #container makes it work. The offending content still pushes out of the flex container to the right (and can be scrolled to), but the elements that rely on viewport anchoring are now back in place.

            Still not clear on why the layout broke in such a way that dimension y was affected, but this fix makes that not an issue. Got the idea in this blog post

            Source https://stackoverflow.com/questions/48918022

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

            Vulnerabilities

            No vulnerabilities reported

            Install flung

            You can download it from GitHub.
            You can use flung like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the flung component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            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 patrykpoborca/flung

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