bones | A client/server web application framework built on Express | Runtime Evironment library
kandi X-RAY | bones Summary
kandi X-RAY | bones Summary
Bones provides conventions for Backbone applications. It allows most code to be shared on the server and the client. Bones exposes your Backbone routes as regular paths on the server so they can be accessed by non-JavaScript agents, while capable clients can enjoy the normal client-side Backbone experience.
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QUESTION
I've been using the YouTube IFrame API to shuffle multiple of my playlists together. I've got a very bare-bones HTML page with a 'next' and 'previous' button, and a bunch of javascript that loads up and plays videos and handles the button events.
The general order of events when the script loads is
...ANSWER
Answered 2021-Jun-15 at 13:19This issue appears to have resolved itself. I suspect it was a bug in the iframe api or maybe the youtube backend which has been fixed by the youtube engineers. So iframe team, if you see this, thanks!
QUESTION
Sorry in advance if this seems like a repeat question.
The issue is well-documented: I have a View component. Within that View I have a TouchableOpacity that functions as a submit button. Within the ScrollView I have a TextInput. When the user focuses the TextInput, the keyboard opens. For UX purposes, I believe the user should be able to press the TouchableOpacity and the TouchableOpacity should register the press on the first attempt. This is not the behavior. The first press closes the keyboard, and then the user must press the TouchableOpacity again in order to submit the TextInput:
...ANSWER
Answered 2021-Jun-11 at 18:04As mentioned in the above edit, I'd been poking at this issue here and there for the better part of a month before I finally figured it out. Most of what I read implied that the keyboardShouldPersistTaps prop should go on the component that's the next level up from the TextInput - in my case, the ScrollView component. In my case, this was not true.
In my case, the keyboardShouldPersistTaps prop had to go not on the next higher level component, but rather the highest level component that the user interacts with. For me, this was a SectionList, within each TextInput was rendered.
QUESTION
I need to make a SQL query
table 'records' structure:
...ANSWER
Answered 2021-Jun-07 at 15:45Try something like this:
QUESTION
I've been using PrimeNG's Tree for some months and noticed today that drag and drop is no longer working. I get no errors, I simply can't grab hold of a node in the tree.
I stripped the tree and data down to bare bones as shown below, to verify it is nothing funky in other parts of my code.
This is in the angular HTML template (pretty much straight from https://www.primefaces.org/primeng/v11/#/tree/dragdrop):
...ANSWER
Answered 2021-Jun-07 at 11:26Tracked it down to this that had been added in index.html!...
QUESTION
I'm trying to make a simple template navbar that tells non-logged in users to login or signup, and tells logged in users to log out, but I am getting a "KeyError: 'user'" error when I do so. I have no idea why this is happening since this worked for me before.
If someone could help guide me, that would be greatly appreciated!
Template
...ANSWER
Answered 2021-Jun-01 at 02:07The error KeyError: 'user'
means that your session object does not contain the key user
. In your EDIT section, the issue is the same, you are missing the key in your dictionary object. You need to add the user
key to your session object:
QUESTION
For learning purposes, I'm writing a FBX file reader in c++, in order to understand how this kind of 3D models are working. I must specify that I already successfully wrote a .x file reader in the past, so I'm comfortable with concepts like skeleton, bones and skin weights.
At this point I wrote a code able to read and parse the FBX file content, and extract and show the basic model in its T pose. I also assume that I correctly understood the way the FBX data are structured, and how to link the elements together and rebuild the important hierarchies like the skeleton.
However I'm a little puzzled about which data I need to use for the bones and animations. About the first ones I have a hierarchy of deformers, which each contains more or less data like that:
...ANSWER
Answered 2021-May-24 at 19:19So after a month of search and headache, I finally managed to understand how all these data were working together.
The "Lcl Translation" and "Lcl Rotation" contained in the Model structure represent a bone in the skeleton, once combined into a matrix. The models hierarchy is the skeleton itself.
The TransformLink matrix contained in the Deformer structure is the matrix to combine with the bone matrix, to transform each vertex to their final location. Note that this matrix should be inverted before be used.
Finally the AnimationCurve structures linked with a parent AnimationCurveNode contain the new values to apply to each bone matrix they are linked with. They contain the 3 x, y and z values which represent a new local translation or rotation over the time, where "AnimCurveNode::T" represents a translation while "AnimCurveNode::R" represents a rotation.
I couldn't find any usage for the Transform matrix contained in the Deformer structure, as well as for the PoseNode hierarchy.
If you're interested by the final result, my FBX reader project is available here: https://github.com/Jeanmilost/Demos/tree/master/Visual%20Studio/OpenGL/FBX
QUESTION
I have a Three.js project with an animation going on and I would like to find the skeleton bones position at different times.
If I go for example to: https://modelviewer.dev/examples/animation/index.html and find the Three.js scene:
...ANSWER
Answered 2021-May-19 at 03:09Skeletal animation (or "skinning") is applied to the individual mesh vertices on the GPU1, because there are often many more vertices than there are bones, and updating them all on the CPU would be computationally expensive.
However, the transformations of the bones themselves are computed on the CPU in three.js. The distinctions that may not be obvious here are:
- The
.position
property of the bone, inherited from THREE.Object3D's .position property, is a local position, relative to the position of its parent, and its parent, and so on. - Most skeletal animation operates by rotating, not translating, individual bones. For example, a rotation of the shoulder will have the effect of both translating and rotating the descendants of that bone (i.e. the rest of the arm).
Putting all of this together, what you want to find is the world position rather than the local position of a particular bone. The Object3D parent class has a method to help with this, object.getWorldPosition:
QUESTION
I have a gatsby portfolio application and had to do some updates to it. Then cloned it from github and had to install dependencies. When i run npm install
i have the error log below:
ANSWER
Answered 2021-May-10 at 08:25This is not a problem from your side. It is not a problem of package.json
. In the ERR
, the URL https://registry.npmjs.org/axios
(last line of the error message) gives a JSON response which is flawed. See the below image. The JSON validation fails. They must resolve this.
Try running
QUESTION
I am a beginner programmer looking to improve - I've made some pretty cool Python games with pyGame - and now found an interest in KIVY! The separation of logic and layout is great. But as a non-seasoned veteran in OOP, I am pretty much going crazy at this point. I don't know how to connect all the different parts. Most KIVY tutorials I can follow are basic and concentrate mainly on design - which is fine, but when it comes to putting real meat on the bones, there isn't much to go with.
(Then there are the ones that seemingly build GUI's for the Mars Curiosity rover - those are way over my head). I do grab bits and pieces of knowledge in the process, but my code, and my brain, ends up suffering from too many different approaches and programmer styles colliding together. [hopefully that makes some sense] I wonder if fundamentally I need to start from scratch and throw out bad advice?
In the code below I've set up a simple KIVY gui with two screens. Page one increments a variable "A", page two increments the variable "B". I am able to retrieve and display the values of both variables from each KV 'screen' because they belong to the same root screen-Manager class. But I haven't been able to figure out how to grab and manipulate the same variables in a popup window, since that isn't under the screen-Managers jurisdiction. (Somewhere in some tutorial, I learned to create a popoup in KVlang using the Factory import.) But if I want to set "A" = 0 in a popup, I am stumped. Should I use __init__
, global variables, app, App.get_screen, parent/child assert, id,kv properties, bind.
Is resetting "A" & "B" to zero from the popup on either screen something easily accomplished? Am I far off base? How about changing the "B" value from a button on page one, or the "A" value from a button on page two?
test.py
...ANSWER
Answered 2021-May-09 at 02:35You can use the app
keyword in your rule to reference the
SampleApp
instance an then the ids
to get to the Screens
. Like this:
QUESTION
I'm currently building an embedded device that uses the open source light-weight IP package (lwIP) to host a static webserver to clients using html files and http requests. lwIP is somewhat different than a normal webserver because it is bare bones and configured to serve these files through a NOSYS declaration.
In an extremely simple scenario, I'm trying to host this file (index.html
):
ANSWER
Answered 2021-Apr-29 at 15:24What you have pasted are the request headers that your browser sends to the server. The problem is with the response headers that the embedded server sends back. In particular the Content-Type header isn't correct. It should look something like:
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