firechat | tiny chat application to demonstrate the use | GraphQL library
kandi X-RAY | firechat Summary
kandi X-RAY | firechat Summary
Firechat is a tiny chat application to demonstrate the use of apollo-link-webworker and firebase to handle graphql on the client side only.
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QUESTION
struct ContactView: View {
@Binding var isContactViewActive: Bool
@State var searchBar = ""
var backgroundColor = Color(red: 14/255, green: 18/255, blue: 23/255, opacity: 1.0)
var body: some View {
NavigationView {
ZStack {
backgroundColor
VStack {
HStack {
Button(action: {}, label: {
Image(systemName: "magnifyingglass").font(.title)
})
Spacer()
Text("FireChat")
.font(.title)
.fontWeight(.light)
.foregroundColor(Color.white)
Spacer()
Button(action: {}, label: {
Image(systemName: "power").font(.title)
})
}.padding(.top, 50)
Spacer()
}
}.edgesIgnoringSafeArea(.all)
}
}
}
...ANSWER
Answered 2021-Jun-12 at 12:35to be clear this is the code I'm using for testing:
QUESTION
In my application, I send a message to firebase realtime database by using function sendMsg()
, and monitor the new arrived messages in DB by using function monitorMsg()
. To my understanding of firebase database, if the device disconnects with the network(both mobile data and WiFi), when I send Msg, I should get the err and monitorMsg()
function should not work of course. But the result is opposite, sendMsg()
doesn't catch an err and monitorMsg()
takes action. I could not understand why this happen, do not the firebase get
and set
function depend on network connection?
ANSWER
Answered 2020-Jul-07 at 01:31Everything you are observing is normal and expected.
With Realtime Database, writes don't fail due to lack of connectivity. They simply get queued up and synchronized later when connectivity returns, so you don't have to do any work to survive a temporary loss of connection. Writes only fail if the server rejects the write, for example, by violating a security rule or some limitation.
Also, local listeners will fire immediately with local changes, even without a connection. This is also part of what makes it so easy to write apps that work well while offline. If, for some reason, the write is eventually rejected by the server, the listener will get invoked with another change that will "undo" the first one, so the listener will always see the most accurate view of the data.
QUESTION
In my application, I use below code to check if the child message exists or not.
...ANSWER
Answered 2019-Sep-25 at 12:10snapshot
contains immediate children which are the push IDs of the messages that were added there. So you can expect snapshot.child('-Lp_cm...')
to exist. If you want the message of that child, you would have to go one deeper: snapshot.child('-Lp_cm...').child('message')
It sounds like you actually want to iterate the list of messages in the snapshot, similar to the way you are doing with for (var tempkey in temp)
, then dig into those snapshots' children.
QUESTION
The project was working fine until two days ago when error occured abruptly. I am not sure how to solve it as I have done everything I can including reinstalling android studio and gradle.
Could not resolve all files for configuration ':app:debugCompileClasspath'. Could not find any version that matches com.google.android.gms:strict-version->matcher-plugin:[15.0.0, 16.0.0). Versions that do not match: 1.1.0 1.0.3 1.0.2 1.0.1 1.0.0 Required by: project :app > com.google.gms:google-services:4.2.0
build.gradle(app)
...ANSWER
Answered 2018-Oct-31 at 00:31that strict-version-matcher-plugin
error message is a bogus error message.
there probably is no Google Services plugin in version 4.2.0
yet.
the actual problem is - that it has lost nothing in the Java
dependencies, because those buildscript
dependencies are Gradle
plugins. therefore, replace:
QUESTION
I tried to use Y.js (Yjs) npm package and it works in npm start
but not npm run build
because Uglify doesn't support ES6. So I downloaded the release of that package and include it directly. But my reactjs npm run build
is still complaining about Uglify.
ANSWER
Answered 2018-May-15 at 09:04If you look at what npm run build
does, it actually runs another script, react-scripts build
. Your project is bootstrapped with create-react-app, correct?
As you can see in the package.json
, you also have access to a script called eject
.
Running npm run eject
will allow you to remove the app from the preconfigured workflow ( webpack
, babel
, etc ) and let you modify the workflow as you see fit.
With access to the configuration files, you can add, for example, the babel uglify plugin.
But be careful, there is a trade-off. As the docs mention
If your project needs more customization, you can "eject" and customize it, but then you will need to maintain this configuration.
QUESTION
I am currently trying to develop a mobile application for both iOS and Android. It basically will be a game buzzer app, determining which of the players is granted a right to answer a specific questions.
The problem is that I struggle to determine which technology / framework I should use for that. Now, some details:
- In this app there will be a "base" - it is the phone that gives "start" signal for all the other players. Each buzzer pressed before this signal corresponds to a false start. Eventually, information about which player is granted a right to answer or is penalized due to false start should be displayed on the base device.
- App is done for people who have no access to the internet. All the communication should exists given ONLY mobile phones with no data plan.
- Max number of communicating devices is 9 (1 base and 8 players)
I investigated a lot of resources and this is what I discovered:
- Regular WLAN with TCP sockets and etc won't help, since it assumes that all devices are connected to same wireless access point - it violates my requirements.
- Regular bluetooth won't help either. This would work across a specific platform, but making Android talk to iOS is impossible.
- Situation with Wi-Fi direct is same as with regular bluetooth. Both platforms support this, but Apple's MultipeerConnectivity framework works only with iOS devices.
- Now the last option I am left with is BLE. Both platforms support this and are able to intercommunicate (acting both as central or peripheral devices). However, due to my requirements for an app, I assume that base device should act as peripheral, and according to (sometimes conflicting) articles on Internet, one can't connect several central devices to single peripheral.
Now, my questions:
I still assume I might have done some mistakes in the bullet points above, so please, correct me if I am somewhere wrong.
Now when I am left only with BLE option, are there any possible solutions to the above issue? Maybe it is possible to use all devices as centrals (?). I recently saw this example, where everything works cool. Sorry in advance, if I said something stupid.
Of course, there is a counterexample - FireChat, which employs OpenGarden's MeshKit. But the framework is not available. I tried communicating OpenGarden people, but no response. Does anyone know if it is planned to go opensource soon, or maybe there exists any analog of this?
ANSWER
Answered 2017-Apr-13 at 16:51Try the Hype SDK by Hype Labs. It's a multi-transport, multi-hop mesh SDK. It supports interoperable Bluetooth Low Energy (and other transports as well). The SDK is currently in private beta but will be made available upon approval of the subscription.
QUESTION
I tried to build my reactjs app using webpack and babel.
I started this app from react starter which comes with react-scripts build
which worked before. However, it's a black box and didn't really provide all the features I need, especially when it comes to that a module doesn't like UglifyJS.
My webpack.config.js
looks like this which is pretty simple:
ANSWER
Answered 2017-Apr-14 at 19:24Please add babel-preset-env package.
Your .babelrc
should look something like this: (["env" ...]
part is important here)
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