keypress | Make any Node ReadableStream emit keypress '' events | Runtime Evironment library
kandi X-RAY | keypress Summary
kandi X-RAY | keypress Summary
Previous to Node v0.8.x, there was an undocumented "keypress" event that process.stdin would emit when it was a TTY. Some people discovered this hidden gem, and started using it in their own code. Now in Node v0.8.x, this "keypress" event does not get emitted by default, but rather only when it is being used in conjunction with the readline (or by extension, the repl) module. This module is the exact logic from the node v0.8.x releases ripped out into its own module.
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Top functions reviewed by kandi - BETA
- Create a key event .
- Emits a keypress event .
- Returns true if the data event is emitted .
- Listen for data events .
- Listener for new data event .
keypress Key Features
keypress Examples and Code Snippets
def _on_textbox_keypress(self, x):
"""Text box key validator: Callback of key strokes.
Handles a user's keypress in the input text box. Translates certain keys to
terminator keys for the textbox to allow its edit() method to return.
it('Constellations Should Be Visible', async () => {
const wrapper = shallowMount(MyComponent)
// simulate keypress on document
const event = new KeyboardEvent('keydown', { key: 'c' })
document.dispatchEvent(event)
await wra
//c global variable
var n_can_arr = [];
var f_can_arr = [];
var img_arr = [];
//c procedurally load images from a given source
$.ajax({
url: "http://localhost:8080/endpoint.php",
type: "GET",
dataType: "json", //c added data type
const EventEmitter = require("events");
let keypress = require("keypress");
function sleep(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
class StopWatch extends EventEmitter {
constructor() {
super();
t
-- make a simple GUI to show off
local targetGui = Instance.new("ScreenGui")
local label = Instance.new("TextLabel", targetGui)
label.Text = "Hello World"
label.Position = UDim2.new(0, 0, 0, 0)
label.Size = UDim2.new(0, 200, 0, 30)
-- cho
function openInfoWindowOnMarker(feature) {
console.log(feature);
const name = feature.getProperty('name');
const address = feature.getProperty('address');
const phone = feature.getProperty('phone');
const position = feature.
function showPromptResponse(title,prompt,placeholder){
var title=title || "Prompt Response";//default used for debug
var prompt=prompt || "Enter your Response";//default used for debug
var placeholder=placeholder || "This is the plac
import cv2
import numpy as np
drawing = False # true if mouse is pressed
mode = True # if True, draw rectangle.
ix,iy = -1,-1
# mouse callback function
def draw_circle(event,x,y,flags,param):
global ix,iy,drawing,mode
if event == cv
let canvas = document.getElementById('myCanvas');
ctx = canvas.getContext('2d');
let xPos = 10
let yPos = 10
/* Add: track state of current throttle timer */
let throttle;
/* Add: When keyup happens, just reset the throttle timer *
import {addWay} from '../actions/index';
...
keyPress = e => {
if(e.keyCode === 13){
this.props.dispatch(addWay(this.state.value)); // <-- dispatch action
this.setState({ value: ''})
}
}
Community Discussions
Trending Discussions on keypress
QUESTION
I am doing the collision test for the programme, and I tried to insert the test into draw()
and I'm expecting it to display "GameOver" and no further events will result any change.
ANSWER
Answered 2022-Mar-27 at 03:41As Rabbid76 mentions, you should format the code correctly first.
Let's assume the code been copied from a pdf with code snippets and that's how formatting got messed up.
The code still has a few glaring bugs:
- confusingly you're using both a boolean variable
gameOver
and a boolean functiongameOver()
and the variable isn't always updated. (In factgameOver
is only set once insetup()
andgameOver()
which actually does the collision detection is never called). I recommend either update the boolean variable, or simpler yet, just callgameOver()
to compute the collision as needed. This is one of the reasons your code won't behave as you expect. - You're checking collisions between two objects: the vehicle and the pedestrian. However, there are 3 sets of coordinates:
x, y, xPed, objectX, objectY
. When rendering in draw, the vehicle usesx,y
, however, when checking for collisions,gameOver()
usesobjectX, objectY
(which don't match and aren't updated). This is the other reason you're collisions don't behave as expected. - aside from the question you've asked,
N_LANES
is used in a for loop, but never declared. Even if I declare it, the for loop uses the exact samex,y
coordinates, making the for loop redundant.
Here's a formatted version of your code with extra bounding boxes highlighting what the collision function is checking against (and commenting a few unused variables):
QUESTION
I'm trying to use Matter.Query.region
to see if the character in my game is grounded. But, when I try to run region
with a bounds object that I created (displayed with the dots shown in the game), it doesn't come up with any collisions even though it is clearly intersecting other bodies.
Code:
...ANSWER
Answered 2022-Mar-24 at 00:20The bounds object doesn't appear to be properly created. The purple p5 vertices you're rendering may be giving you a false sense of confidence, since those aren't necessarily related to what MJS sees.
It's actually a pretty simple fix, passing an array of vertices instead of individual arguments:
QUESTION
I would like to paint ellipses over an image when clicking the mouse, and when I press the keyboard, hide and show the underneath image alternatively, without cleaning the ellipses.
I'm using createGraphics() to store the image data, and remove() so when the keyboard is pressed I spect the image disappear but it doesn't work
Here is a sketch of what I trying to do:
...ANSWER
Answered 2022-Feb-28 at 19:58The best approach is probably to draw the ellipses to a separate buffer (p5.Graphics
), and then draw that on top of the image or blank background as needed. An alternative approach would be to record the position of each ellipse in an array so that they can be redrawn. However, the latter approach will use more memory and switching the image on and off will have a noticeable delay after many ellipses have been drawn.
p5.Graphics
)
QUESTION
I'm really struggling here and I can't get it right, not even knowing why.
I'm using p5.js
in WEBGL mode, I want to compute the position of on point rotated on the 3 axes around the origin in order to follow the translation and the rotation given to object through p5.js, translation and rotatation on X axis, Y axis and Z axis.
The fact is that drawing a sphere in 3d space, withing p5.js
, is obtained by translating and rotating, since the sphere is created at the center in the origin, and there is no internal model giving the 3d-coordinates.
After hours of wandering through some math too high for my knowledge, I understood that the rotation over 3-axis is not as simple as I thought, and I ended up using Quaternion.js. But I'm still not able to match the visual position of the sphere in the 3d world with the coordinates I have computed out of the original point on the 2d-plane (150, 0, [0]).
For example, here the sphere is rotated on 3 axis. At the beginning the coordinates are good (if I ignore the fact that Z is negated) but at certain point it gets completely out of sync. The computed position of the sphere seems to be completely unrelated:
It's really hours that I'm trying to solve this issue, with no result, what did I miss?
Here it follows my code:
...ANSWER
Answered 2022-Feb-26 at 22:25I've finally sorted out. I can't really understand why works this way but I didn't need quaternion at all, and my first intuition of using matrix multiplications to apply rotation on 3-axis was correct.
What I did miss in first instance (and made my life miserable) is that matrix multiplication is not commutative. This means that applying rotation on x, y and z-axis is not equivalent to apply same rotation angle on z, y and x.
The working solution has been achieved with 3 simple steps:
- Replace quaternion with matrix multiplications using vectors (method
#resize2
) - Rotating the drawing plane with Z-Y-X order
- Doing the math of rotation in X-Y-Z order
QUESTION
My logic is simple, create a state array and a stateIndex, when the user interacts with the drawing, save the current state as an entry in the array and increment the stateIndex.
When the user presses "undo" (for this sketch press any key), decrement the stateIndex and draw to the page whatever value is in state for that index.
I've implemented it in this sketch https://editor.p5js.org/mr_anonymous/sketches/s0C1M7x1w but as you can see instead of storing the last state of the drawing it seems to only store the blank state.
Anyone know what's going wrong?
Edit: Added source code
...ANSWER
Answered 2022-Feb-23 at 08:52You're using the set()
function incorrectly. While get()
can be used to get a p5.Image
object, there is no overload of set()
that takes one (a bit idiosyncratic, I know). Instead you'll want to use the image()
function:
QUESTION
I'm learning React and I know this subject has been covered by many questions, but they all are focused on the asynchronous nature of useState
. I'm not sure if that's what's happening here. I also tried a version in combination with useEffect
, and the result was the same.
I have a component where I'm listening to keypresses - user is trying to guess a word. Once the word is guessed, the word
object is supposed to be replaced with another one and a new puzzle begins.
The component renders using the correct state (characters of the new word), but when trying the first guess of the second puzzle, the word
object is still the original state object.
How can I update this word
object correctly?
Steps to reproduce in the readme.md:
...ANSWER
Answered 2022-Feb-21 at 09:04It's hard to debug without a codesandbox but I'm guessing since you want the useEffect to trigger when you do
setRenderedCharacters([...word.renderedCharacters]);
You should add renderedCharacters
as the dependency
QUESTION
Hello I am creating an FAQ page that has to be filtered using javascript as below
Credit : https://makitweb.com/jquery-search-text-in-the-element-with-contains-selector/
...ANSWER
Answered 2022-Feb-02 at 23:09Expanding on my comment, this is an example of how you could implement something like this.
To reiterate - the main problem was that the error was being shown if any result didn't match instead of showing if none match
To fix that, we can add a variable outside the loop to determine if any result was matched
QUESTION
I have trouble to grasp how to use colors in CGA/EGA/VGA video graphics modes. The video modes I'm particularly interested in are 0Dh (EGA 320x200) and 12h (VGA 640x480). Both of these modes have 4 planes, thus 16 colors.
My (probably incorrect) understanding is that I should activate a set of planes by writing a bitmask to port 03C4h
, then when I write to video memory, the data only gets written to the activated planes. Mostly I used this document to get my information, though I also encountered several other tutorials and discussions:
http://www.techhelpmanual.com/89-video_memory_layouts.html
Now I'm trying to write pixels in all possible colors in the first word in the video memory (top left part of screen). I load 1 for the initial bitmask to AH and 1 bit to BX. Then in a loop, I increment AH and shift (SHL
) the bit in BX to hit a different pixel next time. I OR
BX to A000h:0000h
to add each pixels by leaving the already existing pixels untouched.
What I'm expected to see is a line of pixels in all possible 16 EGA colors on the top left of the screen. What I actually see is 7 white and 1 bright yellow dots with black pixels in between them. What am I doing wrong?
Also, every tutorial says that I must write 0005h
to port 03CEh
before I start to use planes. What is the purpose of that? When I comment those lines out, I can still use planes (I mean, in other programs). Previously I had success using planes when I was writing to different words in video memory (so I didn't need different color pixels in one block of 16 pixels that's represented by a single word in video memory); and when I used BIOS functions (e.g. INT 10h/AH=0Ch) to write pixels, but still I want to understand how to use planar graphics without BIOS, as I believe the BIOS functions are slow.
Here is my code (indentation is optimized for 8-width tabs, so it kind of looks off here):
...ANSWER
Answered 2022-Jan-17 at 01:56Writing the word 0005h to ports 03CEh and 03CFh will select write mode 0. This is a complex mode that involves many features of the VGA but luckily for us most of these are reset when the video mode is set.
However your code still needs to do the following:
- In order to fill the VGA's internal 32-bit latch, you must perform a read-before-write operation
- Restricting output to a single or a few pixels is done using the BitMask register.
Next snippet displays a rainbow of 16 vertical lines that are 1 pixel wide:
QUESTION
Is there a way change an event and let it propagate further with the change?
For example how can I "force" press shift
when any key is pressed?
ANSWER
Answered 2021-Dec-05 at 00:39Use strict mode to see why your code isn't working:
QUESTION
How do I make the square move when pressing the "d" button (for example) on the keyboard?
...ANSWER
Answered 2021-Dec-07 at 11:07This is one way you can do it:
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