flip | React - Vue Component transpiler | Frontend Framework library
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QUESTION
I cannot seem to see what is going wrong here, pretty basic usage to useContext and useState hooks. I have a darkModeContext where I am literally just flipping the boolean for darkMode, but whilst trying to flip it for the context I am getting setContext is not a function.
I took some code out from the navDrawer to make it easier to see but here is the error I am getting along with the code:
DarkThemeContext.js
...ANSWER
Answered 2021-Jun-14 at 19:51You have different keys in DarkThemeContext
and in NavDrawer
when you initialize the values, i.e. darkTheme
vs darkMode
.
Rename in NavDrawer
should resolve the error.
QUESTION
I'm trying to set up different Xmonad key mappings depending on the number of connected monitors. The reason is that I use the same Xmonad config file on multiple systems (desktops, a laptop with different monitor configurations including 3 displays). Displays are listed in a different order on different systems, that's why I need to hardcode display indices when using a 3 monitor setup.
My current best try is something like that (everything that is not relevant has been removed):
...ANSWER
Answered 2021-Jun-14 at 10:51not too familiar with Xmonad but you can easily do the following I guess. create a pure function mkConfig
which takes the number of screens and returns the desired key mapping. Then, in your main
pass it to xmonad
function. I haven't tried to compile any of this but probably you can modify it easily
QUESTION
I'm creating a flip card memory game and the front isn't being displayed. Why so and how do I get it to be visible? I've tried overflow: visible
but doesn't seem to effect it.
HTML
...ANSWER
Answered 2021-Jun-14 at 01:36A flip card can be created by creating a parent div
that houses an inner div
. Any flipping transformations can be done on the inner div
in this example named Flip_Card_Inner_Container
. The Back_Face
needs to be transformed about the y-axis by 180˚. The backface-visibility
property will prevent the images from showing through to the other side of the card. Press the Run code snippet button below to see the results:
QUESTION
I have a problem regarding flipping the boolean value. I'd like to do the flip inside another function. The code is similar to this one:
...ANSWER
Answered 2021-Jun-13 at 22:38You are modifying the local value x
in not isChange
this function:
QUESTION
I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)
The frustum class (I use the inbuilt JOML one):
...ANSWER
Answered 2021-Jun-13 at 19:55One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:
- Efficient (and well explained) implementation of a Quadtree for 2D collision detection
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.
These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)
Please note that these are only indications, no restrictions:
It does not, however, constrain the actual usage of the data store.
Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:
The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.
as I have googled that it can affect the performance of the game
Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.
QUESTION
I've written this code. It rotates two divs like a card flip using css transform every 1000ms and displays new text in the div, which is drawn from an array. It runs infinitely.
But once the array reaches its end I get an 'undefined' value because the i++ is incrementing on the final array item. I have been going crazy trying to figure out how to prevent that. Any help?
...ANSWER
Answered 2021-Jun-12 at 23:26This is a job for setInterval
QUESTION
I want to save a Mat mRgba
as a picture with Imgcodecs.imwrite(Environment.getExternalStorageDirectory() + "/final-image.jpg", mRgba);
and in general it saves more that I want to. I want to save image without rectangle Imgproc.rectangle(mRgba, new Point(touchedYD, touchedXL), new Point(touchedYU, touchedXR), Util.WHITE, 2);
that is drawn on screen before saving. How to achieve that?
Here is my code.
Fragment:
...ANSWER
Answered 2021-Jun-12 at 21:36You may create a copy of mRgba
before drawing the rectangle.
Add a new private class member
mRgbNoRect
:
QUESTION
There are zero errors that pop up although, the keys work for player1 yet they don't for player2. Class player1 and player2 were copy and pasted which is most likely the problem. Any fixes? The classes set up the movement and set up some variables, while in the function 'main' is where the problem most likely is in.
...ANSWER
Answered 2021-Jun-12 at 20:03You have constructed something like
QUESTION
The length of an array I pass as ref from C# to a C++ library function returns with length of 1 instead of its actually length when run on Android.
The code works fine when written for windows, but not for Android.
FYI, this is a Unity project and I'm using OpenCV.
I have the following function in the library.
...ANSWER
Answered 2021-Jun-12 at 18:04This may be a packing issue. Consider using Unity's Color32 struct, which is perfectly aligned for use in native code.
Also you can't pass managed array as ref (because ref may also add internal info, such as array length before actual data, which become overwritten by DLL code), for this call you should use
QUESTION
I've got a datagramChannel client server application I'm building . The server is my desktop and the clients are android devices. I can send a message to the server, but it seems as though blocking guard is being activated (At least that's where the debugger takes me).
Anyway, the buffer is not getting the reply from the server. As far as I can tell the server is able to send and receive messages. But I'll post that code if asked.
Here is my client setup.
...ANSWER
Answered 2021-Jun-12 at 17:44Soo, basically everything in my server was wrong lol. The biggest thing I think is that I wasn't flipping the buffer in my server's read function. After adding it to my server code I was able to send data back to my client.
A special no thanks to user207421 for not only not being helpful but being fairly rude about it (for multiple questions).
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