Sketch | Tiny HTML5 Javascript sketching app

 by   dmliao JavaScript Version: Current License: MIT

kandi X-RAY | Sketch Summary

kandi X-RAY | Sketch Summary

Sketch is a JavaScript library. Sketch has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Minimalistic sketching app. Made at HackPrinceton, Fall 2013. There are so many minimalist writing apps running around for jotting down quick notes. This is a minimalist sketching apps for drawing quick doodles.
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            kandi-support Support

              Sketch has a low active ecosystem.
              It has 0 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Sketch has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Sketch is current.

            kandi-Quality Quality

              Sketch has 0 bugs and 0 code smells.

            kandi-Security Security

              Sketch has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Sketch code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

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

            kandi-Reuse Reuse

              Sketch releases are not available. You will need to build from source code and install.
              It has 456 lines of code, 0 functions and 7 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Sketch and discovered the below as its top functions. This is intended to give you an instant insight into Sketch implemented functionality, and help decide if they suit your requirements.
            • draw a style
            • Download image of img tag
            • Add a new stroke to the stack
            • Create sketch canvas
            • Resize canvas
            • Fill a Colorer
            • draws a stroke
            • Undo the stroke
            • Redo the rainbow
            • Invoke a command
            Get all kandi verified functions for this library.

            Sketch Key Features

            No Key Features are available at this moment for Sketch.

            Sketch Examples and Code Snippets

            No Code Snippets are available at this moment for Sketch.

            Community Discussions

            QUESTION

            Matter.Query.region not returning any collisions even though the bound is clearly intersecting other bodies
            Asked 2022-Mar-24 at 00:20

            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 00:20

            The 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:

            Source https://stackoverflow.com/questions/70624648

            QUESTION

            How do I add an uploaded image to specific scenes?
            Asked 2022-Mar-19 at 18:40

            What I am trying to create is a point and click adventure game with decisions that effect your outcome. So far, I have only added text so I wanted to upload images and use them in my scenes. One of my attempts to get this to work is as below as well as an example of one of the scenes. I also tried creating properties within the scene and then tried code something along the lines of image(scenes[pointer].sceneGraphic, scenes[pointer].graphicXPosition, scenes[pointer].graphicYPosition), which resulted in a possible scope error in the console.

            The following code can be seen in full at this p5js editor link.

            ...

            ANSWER

            Answered 2022-Mar-13 at 22:29

            The line containing if (scenes[pointer] == 4) { should be if (pointer == 4) { if you wanted the image to be drawn on the canvas. Changing that on your p5js editor link drew the cat image after pressing Space until it showed Scene 4.

            As for setting images in each specific scene, you just need to reference the image when setting up each scene such as

            Source https://stackoverflow.com/questions/71460647

            QUESTION

            What could be the reason that my p5js object instance isn't rendering correctly?
            Asked 2022-Mar-02 at 01:56

            I'm using p5js to turn some barnsley fern code into an object using the coding train's code.

            I'm trying to animate it by changing one of the coefficients but I need the fern to at least render properly as an object first.

            My issue is that the fern doesn't render correctly after I've ported the properties and methods into a barnsley fern object. The only thing that renders sometimes is the stem but none of the leaves do.

            I've tried changing the order in the draw function, using a function factory approach and object literals but I keep getting the same result 😭

            Here is the p5sketch so you can see

            ...

            ANSWER

            Answered 2022-Mar-02 at 01:56

            You missed out updating r in the nextPoint() function

            Source https://stackoverflow.com/questions/71315977

            QUESTION

            Hide and show background image when keyboard pressed, preserving overlay elements
            Asked 2022-Feb-28 at 19:58

            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 19:58

            The 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.

            Approach #1 (render via p5.Graphics)

            Source https://stackoverflow.com/questions/71288527

            QUESTION

            p5.js how to correctly compute the 3D rotation of a point in respect of the origin
            Asked 2022-Feb-26 at 22:25

            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 22:25

            I'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:

            1. Replace quaternion with matrix multiplications using vectors (method #resize2)
            2. Rotating the drawing plane with Z-Y-X order
            3. Doing the math of rotation in X-Y-Z order

            Source https://stackoverflow.com/questions/71197127

            QUESTION

            display array sorted
            Asked 2022-Feb-23 at 21:01

            Suppose I have a two-dimensional grid of pixels (4 by 4 pixels) - and I have an image the size of my sketch that has been cut into 16 parts. Now I load all 16 parts into an array. I want to map this array onto the 2D grid in turn, so that my overall image is put together again correctly. That is, top left image 0.png and bottom right image 16.png.

            I just can't find the formula that allows me to do this. For example, I know that with x+y*width you can run trough all pixels – from top left to bottom right - so I tried that. Without *width it doesn't sit together properly - with x+y*width- ArrayIndexOutOfBoundsException (for sure).

            So I thought I needed a 2D array - but with images[x][y] i get a NullPointerException. I attached you an image of what I am trying to create:

            This is my code so far – without the 2D Array…

            ...

            ANSWER

            Answered 2022-Feb-23 at 16:03

            This should be resolved without 2D array.

            If the dimensions of the field are known 4x4, then possibly the loop should run from 0 to 4 something like this:

            Source https://stackoverflow.com/questions/71240135

            QUESTION

            Is there an elegant way of parsing a byte buffer of dynamic length into a struct?
            Asked 2022-Feb-14 at 23:41

            Background

            As sketched up here https://godbolt.org/z/xaf95qWee (mostly same as code below), I am consuming a library that offers a shared memory ressource in form of a memory-mapped file.

            For statically sized messages the read method can very elegantly return a struct (that matches the buffer's layout) and the client has a nice typed interface, without having to worry about the internals.

            ...

            ANSWER

            Answered 2022-Feb-14 at 23:41

            A example of how i handle it in my code.

            Source https://stackoverflow.com/questions/71118715

            QUESTION

            Mongodb for projects with many to many relationships
            Asked 2022-Feb-10 at 02:16

            I'm at the beginning of starting a project for learning backend development with a bit of frontend development. For that, I wanted to create a project around cooking recipes. The plan was to create an admin REST API that would be later used by a custom CMS to create, edit, delete,... recipes and a public api for a mobile app where your users can discover cooking recipes. Simplicity wise, I thought about choosing Mongodb as the database. While creating a Mongodb schema, I came up with this idea:

            • Three main collections
            ...

            ANSWER

            Answered 2022-Feb-10 at 02:16

            My goal with this structure is to get the ingredients and the authors seperate from the recipes in order to update them independently.

            That does not exclude the option to keep the data embedded in the recipes collection. You can keep a separate authors and ingredients collections AND also embed the fields needed in the recipe doc.

            After some relevant author update you can issue recipes.updateMany({"author.id": authorId}, { $set: { author: author.profile}})

            The idea is that author is not going to change very frequently, or at least the relevant data for recipes (basic profile info excluding birthdate, address, etc).

            Also the authors collection can include a list of the last 10 recipes, for example with only title, and date,...

            And one last question: how many concurrent connections would be possible with a Mongodb database?

            No need to worry about that, it can handle as many as you need by adding hardware.

            Source https://stackoverflow.com/questions/71048733

            QUESTION

            Springboot: Better handling of error messages
            Asked 2022-Feb-03 at 10:12

            I'm developing an API with Spring Boot and currently, I'm thinking about how to handle error messages in an easily internationalizable way. My goals are as follows:

            1. Define error messages in resource files/bundles
            2. Connect constraint annotation with error messages (e.g., @Length) in a declarative fashion
            3. Error messages contain placeholders, such as {min}, that are replaced by the corresponding value from the annotation, if available, e.g., @Length(min = 5, message = msg) would result in something like msg.replace("{min}", annotation.min()).replace("{max}", annotation.max()).
            4. The JSON property path is also available as a placeholder and automatically inserted into the error message when a validation error occurs.
            5. A solution outside of an error handler is preferred, i.e., when the exceptions arrive in the error handler, they already contain the desired error messages.
            6. Error messages from a resource bundle are automatically registered as constants in Java.

            Currently, I customized the methodArgumentNotValidHandler of my error handler class to read ObjectErrors from e.getBindingResult().getAllErrors() and then try to extract their arguments and error codes to decide which error message to choose from my resource bundle and format it accordingly. A rough sketch of my code looks as follows:

            Input:

            ...

            ANSWER

            Answered 2022-Feb-03 at 10:12

            If I understood your question correctly....

            Below is example of exception handling in better way

            Microsoft Graph API - ERROR response - Example :

            Source https://stackoverflow.com/questions/70819069

            QUESTION

            What is the Rust equivalent of Serial.println from the Arduino C++ API?
            Asked 2022-Jan-27 at 18:21

            A common pattern in Arduino C++ sketches is the use of Serial.print() or Serial.println() to debug problems.

            What is the corresponding Rust idiom when programming for the Arduino Uno?

            ...

            ANSWER

            Answered 2022-Jan-27 at 18:21

            One technique involves the use of arduino_hal::default_serial! and ufmt::writeln!

            For setup:

            Source https://stackoverflow.com/questions/70883797

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

            Vulnerabilities

            No vulnerabilities reported

            Install Sketch

            You can download it from GitHub.

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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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