caster | Caster generates package skeletons | Code Analyzer library

 by   bitpshr JavaScript Version: 2.0.0 License: WTFPL

kandi X-RAY | caster Summary

kandi X-RAY | caster Summary

caster is a JavaScript library typically used in Code Quality, Code Analyzer, React, Webpack, Boilerplate, Jest applications. caster has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i @bitpshr.net/caster' or download it from GitHub, npm.

Caster is a generator that creates a skeleton project containing configuration files for common tasks like testing via jest, linting via eslint, and formatting via prettier.
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            kandi-support Support

              caster has a low active ecosystem.
              It has 9 star(s) with 4 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              caster has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of caster is 2.0.0

            kandi-Quality Quality

              caster has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              caster is licensed under the WTFPL License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              caster releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

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            caster Key Features

            No Key Features are available at this moment for caster.

            caster Examples and Code Snippets

            No Code Snippets are available at this moment for caster.

            Community Discussions

            QUESTION

            Something wrong with PointCloud indexes
            Asked 2021-Jun-02 at 14:51

            I have set up a point cloud with the intention of changing a vertex colour when the point is clicked. I have worked out how to set up the vertex colours and the index required but it just does not seem to add up as no colour ever changes and I can't seem to make sense of the index values I am getting.

            ...

            ANSWER

            Answered 2021-Jun-02 at 14:51

            I have figured this out now and there were a couple of things interacting to mess it up for me.

            1. The position set up was good and the correct index appears to be indexByThree (0,3,6 ...)
            2. After trying them both I have finally used window.inner[Width | Height] for aspect etc
            3. Setting the colour change through the geometry object seems to be the way to update correctly this.geometry.attributes.color.setXYZ( ... ) works as I have three colour values
            4. Not forgetting to set needsUpdate() where required
            5. Adjust the css so that the canvas is set to the full screen size

            This last one was my last problem (causing the pick to change the colour of the wrong point) and was caused by mat-dialog-container having a css rule for padding set to 24px. Now the docs recommend not to remove this but it is the only way I have got this to work. I think the padding was included in the co-ords for picking so was always out by 24px when it selected the points.

            Source https://stackoverflow.com/questions/67791163

            QUESTION

            Cannot change colour of vertex for three.js PointCloud
            Asked 2021-May-28 at 12:26

            I am having trouble changing the colour of a vertex on a mouse click using three.js and Angular. I have been reading around this and I think I should be setting up vertex colours and then when I intersect against my scene I can use the color array in object.attributes.color. So this is what I have been attempting to do:

            ...

            ANSWER

            Answered 2021-May-28 at 12:26

            Had to set the indexes myself by storing the index of the start of each vertex/colour in the attribute arrays and then add it using setIndex on my geometry.

            Source https://stackoverflow.com/questions/67724495

            QUESTION

            Can't deserialize JSON into an object with nested list
            Asked 2021-May-26 at 14:30

            Apologies for asking a fairly common question, I have been looking all over and can't find a solution that fixes my problem.

            I am using Firesharp, and trying to deserialize a Json object that Firebase returns into a class with a nested list.

            ...

            ANSWER

            Answered 2021-May-26 at 14:30

            This in no way a complete answer. I assume you don't want to map/create classes for each "sub class", e.g. Barbarian, Wizard etc. You could perhaps use JsonConverter. The example only handles the first "anonymous" range of objects. Maybe you'll find some of this useful.

            Source https://stackoverflow.com/questions/67702360

            QUESTION

            Three.js Camera always undefined when setting up ray tracing
            Asked 2021-May-26 at 14:20

            I have created a three.js element to show a number of points on the screen and I have been tasked with clicking on two and calculating the distance between them. I am doing this in a Angular (8) app and have all the points visible and mouse events (pointerup/down) set up correctly. My idea is to ray trace from the mouse point when clicked and highlight a vertex (I do only have points no lines or faces). So I have attempted to set up Three.js RayTRacing on my scene but every time I call setFromCamera the camera is undefined even though I srill have the points visible on the screen at all times.

            ...

            ANSWER

            Answered 2021-May-26 at 14:20

            It appears that I need arrow functions to set up the eventListener otherwise this is local to the function.

            Source https://stackoverflow.com/questions/67706101

            QUESTION

            can't 'convert' typescript definition in javascript
            Asked 2021-May-22 at 09:05

            I am trying to rewrite this Apollo typescript repository to javascript. I try to learn typescript but there is one thing called 'type casting' or 'type assertion' which makes me confuse.

            let me explain it with code:

            //cache.tsx

            ...

            ANSWER

            Answered 2021-May-22 at 09:05

            Just remove the generic like this:

            From:

            Source https://stackoverflow.com/questions/67647351

            QUESTION

            Trying to make a line caster in python
            Asked 2021-Apr-19 at 00:45

            Hello I am trying to make a line caster for those who don't know what that is it is a thing that gives you all the point in between 2 points and in this case I am writing this data to an image but for some reason when I run it it will only go up to the right (you will see what I mean if you run the code) does anyone know why this is here is my code and I am more than aware it is messy and not very efficient so suggestions to make it more efficient and or less messy are welcome

            ...

            ANSWER

            Answered 2021-Apr-19 at 00:45

            Here is the way you draw a line between two points. This is based on Bresenham's algorithm. You figure out which direction has the largest change, and that is your "major" direction. Then, at every step, you move one in the major direction. You keep an "error term", which tracks how far along you need to move in the "minor" direction, and when that crosses a whole unit, you move in the minor direction as well. Also note that, in numpy terms, the Y coordinate (rows) should always be first.

            Source https://stackoverflow.com/questions/67154627

            QUESTION

            Matching fields in two text files from separate columns, then appending one files contents where matches were found, including duplicates
            Asked 2021-Mar-03 at 18:29

            I've been searching through a lot of similar questions, but many are matching columns a bit differently and I haven't been able to adapt the awk commands people are sharing to work as I need.

            Simply put I have 2 files, 1 with a list of basically names and duties. The second file has entries of items prepended by the same names listed in file 1, but there can be duplicate entries under a name in file 2.

            Here's what some example data close to what I'm working with looks like

            File 1

            ...

            ANSWER

            Answered 2021-Mar-03 at 18:20
            $ awk -F' - ' 'NR==FNR {sub(" +$","",$2); a[$2]=$1; next} 
                           $1 in a {print a[$1] FS $0}' file1 file2
            
            Priest - Larry Boy - Boots
            Priest - Larry Boy - Midnight Haze
            Priest - Larry Boy - Plague Bearer
            Melee - Jorge - Buckler
            Shaman - Chester - Handguards
            Caster - Clyde - Cloak
            Melee - Don - Stone Pendant
            Melee - Don - Rolled
            Caster - Beans - Stopwatch
            Healer - Rammmma - Splinter collector
            Healer - Rammmma - Splinter collector
            

            Source https://stackoverflow.com/questions/66462449

            QUESTION

            Issue converting a world space light position to model space in fragment shader
            Asked 2021-Feb-14 at 07:47

            I am attempting to address the age old issue of model vs world space coordinates when adding light to a scene with transformed models.

            I have a house model with two instances. a skull, a single point light in my scene as well as some terrain and a skybox. I noticed that when applying some rotations to my models, the illumination provided by the point light was rotating with it. After some reading it became obvious that I am doing all of my computations in my shaders in model space but my light position/directions are in world space.

            So, I realized I needed to uniform my space for my calculations and I think it makes sense to keep the shaders in model space and convert the light components from world to model.

            When I don't do the transformation it looks almost right (though not perfect which I'm betting is b/c of the different spaces). I render a small lightbulb model at the location of the light and the tops of the houses and the terrain all illuminate as I expect relatively well.

            When I do the conversion of the light position back to model space I'm expecting the light to still be illuminating from the lightbulb model. However it gets wonky.

            I have no rotations on the models but some minor translations so I'm confused as to why it seems like the light source gets rotated 90 degrees around the x axis...

            ...

            ANSWER

            Answered 2021-Feb-14 at 07:47

            The model matrix transforms form model space to world space. Therefore you do the calculation of the light model in world space.

            Source https://stackoverflow.com/questions/66191832

            QUESTION

            Line Line intersection in JavaScript?
            Asked 2021-Feb-02 at 00:18

            I am making a ray caster, and I need to detect whether the rays intersect with the wall segments,

            which I have the coordinates of each vertex to, does anyone know a way to do this?

            I have looked it up, but I has yet to have found anything that could help me,

            So I am asking here. Heres the code if you need to know (Use wasd to test it):

            ...

            ANSWER

            Answered 2021-Feb-02 at 00:08

            QUESTION

            Mouse X And Mouse Y in javascript
            Asked 2021-Jan-13 at 16:53

            I'm making a ray-caster in JavaScript. How could I track Mouse X and Mouse Y? I've looked around but could not find anything that says anything about this specific situation..

            ...

            ANSWER

            Answered 2021-Jan-13 at 16:53

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

            Vulnerabilities

            No vulnerabilities reported

            Install caster

            You can install using 'npm i @bitpshr.net/caster' or download it from GitHub, npm.

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            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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            https://github.com/bitpshr/caster.git

          • CLI

            gh repo clone bitpshr/caster

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            git@github.com:bitpshr/caster.git

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