ufo | Visual alert/status display | DevOps library
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kandi X-RAY | ufo Summary
Visual alert/status display for builds, CI, continuous delivery, operations, and more.
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QUESTION
I am using a multi-file setup so I have both ui.r and server.r files. I am using the dataset below (small sample) which looks at UFO sightings in different states/provinces in U.S./Canada in 2016.
...ANSWER
Answered 2021-May-26 at 04:58For the select subset of data, you can use count
to find the count of each Shape
and select the highest occurring one.
QUESTION
I am using a multi-file setup so I have both ui.r and server.r files. I am using the dataset below (small sample) which looks at UFO sightings in different states/provinces in U.S./Canada in 2016.
...ANSWER
Answered 2021-May-26 at 03:23I wrote your code to a single syntax but you can adapt it to ui/server form.
First, you don't have to write every single choice if this is available on the data. The selected
argument in checkboxGroupInput
can repeat the choices so that each one of them is selected on launch.
For the plot, you just have to add an extra filter for the Shape
column. Since this can be a multiple selection, the %in%
operator works for a vector of values.
QUESTION
I'm new in unity so I need some help with calling the animations. I'm trying to call an animation on a third collision and I have no errors except this one. I have no idea what to do.
...ANSWER
Answered 2021-May-14 at 16:31Firstly, that is not an error, it is a warning. The difference being that with warnings, the game is able to still run. Warnings are helpful tips or reminders that something is not exactly right, but there is built-in error handling to quietly deal with the issue. I would never leave warnings as they exist to let you know that you have most likely missed something in your code, created unintended functionality, or have created a bug. Your particular warning is stating that your Animation Tree does not contain an Animation Parameter called ExpAnimato
.
I am going to make an assumption and say you do not have an Animation Paramater
named ExpAnimator
but simply want to play the animation or a state in it. If you want to play an Animator, simply call boom.Play
. If you want to play a specific state inside of the animation on the animator, call boom.Play("YourStateNameHere")
. There are other parameters to this function call that can alter how the animator handles the state update.
The other issue I am seeing with your code is you have not assigned the Boom
reference. As the field is already exposed and serialized in the inspector, assign it by dragging the gameObject from the scene into the field. Right now you are also probably getting a null reference exception when you start the game about how boom
is un-initialized.
If you want to use a parameter to change the state from say the entry state of Idle
to your ExpAnimation
, you need to add a new parameter to your animation state machine. I could try to explain it, but I find it is easier if you watch someone do it. There are no code examples in this tutorial, just the setup of the actual Animation State Machine which I think is what you are not familiar with.
QUESTION
So I was trying to build this game using a free course on Youtube by Freecodeacademy(feel free to check them out) and after I finished I tried to add my own restart key log to the game. In the sense that I wanted that if people press R the game restarts.
I have tried the following methods
Put the game loop in a separate function and try to use recursion to replay the function over and over again but while the game does work, the images such as the bullet image or background does not load and hence it does not work properly
I have also tried creating a new python file in the same project and tried to import the main file over and over again using importlib.reload(main) but I can't seem to do that either.
I was wondering what else could the solution be and if there is a more efficient solution. I will leave my code down below and would appreciate any help.
Ps: I am only a armature in coding right now so I understand this problem might be small and stupid but I do want to learn from my failures and mistakes. Also I apologize if there is something wrong with anything in my question. This is my first question on stack overflow.
...ANSWER
Answered 2021-May-02 at 07:43Write a function that will reset any variables that change when the game is running:
QUESTION
I started to Use Python for Almost a Week. I'm Creating a Game and its name is "Space Invaders". I'm trying to add more Enemies instead of One. I'm using PyGame. Python Version 3.8.7. I have 2 problems. First: When I run the Python File in Terminal I only get a Black Screen. Second: When I Close the window I get this Error. enemyX[i] += enemyX_change[i] IndexError: list index out of range
Here's the Full Code:
ANSWER
Answered 2021-Apr-12 at 13:52there was an error with the score otherwise the indentation was bad but now it's good
QUESTION
I am trying to understand what is causing the speed movement of the UFO image to increase once the function has been re-triggered.
...ANSWER
Answered 2021-Mar-06 at 20:01please don't give me any advice on how to "fix it". I know how to fix it. This isn't my question.
OK.
This is purely a curiosity based question. I just want to understand why does the speed increase. What makes it increase.
So we see that when moveIt
is called it will always reschedule itself to be run again, using setTimeout
. This means that once you call it, you have started an infinite sequence of calls, each separated by 25ms.
When the Start button is clicked, moveIt
gets called. So far so good. It's doing what it should do. The Stop button works fine too. moveIt
keeps continuing its repeated calls, but the stop
variable now prevents it from making any changes.
The user clicks the Start button again. Now things go wrong: moveIt
gets called again. So now we have two self-propagating sequences of moveIt
calls. You can see how that doubles the speed of the changes.
In short, make sure you only call moveIt
once, and let setTimeout
do the rest. Don't call moveIt
explicitly again.
You write in comments:
I thought about that, but when I tested that scenario, I ended up dismissing it.
Then I think you did not test it correctly. So now I will provide the fix:
In the function secondstart
remove the call to moveIt
:
QUESTION
I can't use CSS to style this particular piece. It has something to do with working within the Google Maps Api map. So I have to use inline styling to accomplish the tasks I need. I want to display the image and text side-by-side, however, I cannot successfully implement display flex. Any help would be greatly appreciated!
Attempted Inline Styling for Display: Flex
...ANSWER
Answered 2021-Feb-28 at 21:12you should use the regular html syntax:
QUESTION
I started leaning Pygame recently and tried to make a game and in the middle of that I got a problem. I made a player which will not move out of the screen and it is good till the sides but, when it reaches the corners its going off the screen. if u don't get my question, copy my code and run it in your computer then move the player with arrow keys then move to wards the end of the screen and corners, you will get it now.
...ANSWER
Answered 2021-Jan-02 at 13:22You need to check the x and y direction separately. If the player exceeds the limits in the x direction, the y direction is not evaluated because you are using an if
-elif
sequence:
QUESTION
Have a look at my NUFOSMATIC site for viewing UFO Sightings from the National UFO Reporting Center. I put this together some 17 years ago (I'm sooooo old) using a simple-minded approach on a webserver provided by the ISP that did not have any way to serve anything more than HTML, Javascript, and Java applets. It does the job for me.
A couple of years ago (ok, 6 years ago) I was burned (along with everybody else) by the mess that Oracle made of Java. I spent a little time migrating the site's features from Java applets and my primitive maps from publicly available data to OpenLayers and OpenStreetMap. Very kuel. Got some new stuff out of it, but I lost a few things, too.
I've recently been upgrading the maps to OpenLayers 6. My original implementation was OpenLayers 2, and they managed to completely re-write the API with OpenLayers 3, and I finally found time to get my head wrapped around it and just do the work. Four days to migrate from ol2 to ol6! And I actually got back some of the functionality I had with Java applets.
So before I deploy I'm looking for other things I might... modernize... in the code. I find now that frameset/frame is "obsolete" - I also find that there is NOTHING in HTML5 that works like frameset/frame.
Note most of the site I've looked at say "obsolete" and NOT "deprecated" - it sounds like something that gonna disappear just as soon as they think nobody's looking...
Basically, I have four frames: the "corner", the "header", the "menubar", and the "main". As you move from one site feature to another, managed from the "menubar", the HTML in the "main" frame is replaced. The single page gives a place to save some session-global values (like which year and month you're looking at).
...ANSWER
Answered 2021-Jan-30 at 22:40OK, I got really close this time - the mainFrame is getting cut off at the bottom, but the behavior is really good. There is not really an equivalent for cols=100,* and rows=100,*. I'm sure there's a CSS fix something to get further... Thanks to How to make width and height of iframe same as its parent div? for a way to force an iframe to behave itself.
QUESTION
I try to add more enemies over time, for example when your score is larger than 5, there should be 2 enemies and so on. But every time when i hit a score of 5 the game crashes with the error code:
...ANSWER
Answered 2021-Jan-23 at 23:55It seems like you do not increase the length of enemyX
when you add new enemies. Then, in this bit of code, i
exceeds the largest index of enemyX
, resulting in an error:
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