Onvalid | JSON Schemas written in Javascript | JSON Processing library
kandi X-RAY | Onvalid Summary
kandi X-RAY | Onvalid Summary
Onvalid is a tool for creating JSON schemas directly in Javascript. For documentation the semi-literate source can be found at
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Trending Discussions on Onvalid
QUESTION
I'm trying to use StateNotifier to handle a form but watching the stateNotifierProvider, I get the object I'm trying to update instead of the provider.
Here is my implementation:
...ANSWER
Answered 2021-May-17 at 15:15As of Riverpod 0.14.0, State is the default value exposed by StateNotifierProvider.
Change:
QUESTION
I have the following code:
...ANSWER
Answered 2021-Feb-15 at 06:05Your problem is the order:
QUESTION
I am trying to understand this TypeScript signature from react-hook-forms
:
ANSWER
Answered 2021-Jan-17 at 20:30What does the equals sign in the generic type mean?
It's the default type.
How can there be two arrows in the signature?
It's a function that returns another function. For example, this function:
QUESTION
I have a react native input component that takes a regex and emit a boolean if the regex matches.
I wanted to do the similar thing but return a string value in React Js but the problem is I don't totally understand how the react native input component is working.
Custom Input component
...ANSWER
Answered 2020-Dec-15 at 08:51I have understood the logic if anyone wants to make an input like this they can use this code
I have used react-bootstrap for styling
The Custom Input
QUESTION
I have a input where the user should write ELIMINA so the modal could be submitted, so far I writed this functionality for validation :
...ANSWER
Answered 2020-Nov-17 at 18:33You are always setting it to false. Move it before the if.
QUESTION
using UnityEngine;
using System.Collections;
using System;
[RequireComponent(typeof(LineRenderer))]
public class DrawRadiusAround : MonoBehaviour
{
[Range(1, 50)] public int segments = 50;
[Range(1, 5)] public float xRadius = 5;
[Range(1, 5)] public float yRadius = 5;
[Range(0.1f, 5f)] public float width = 0.1f;
public bool controlBothXradiusYradius = false;
public bool draw = true;
[SerializeField] private LineRenderer line;
private void Start()
{
if (!line) line = GetComponent();
CreatePoints();
}
//private void Update()
//{
//
//}
public void CreatePoints()
{
line.enabled = true;
line.widthMultiplier = width;
line.useWorldSpace = false;
line.widthMultiplier = width;
line.positionCount = segments + 1;
float x;
float y;
var angle = 20f;
var points = new Vector3[segments + 1];
for (int i = 0; i < segments + 1; i++)
{
x = Mathf.Sin(Mathf.Deg2Rad * angle) * xRadius;
y = Mathf.Cos(Mathf.Deg2Rad * angle) * yRadius;
points[i] = new Vector3(x, 0f, y);
angle += (380f / segments);
}
// it's way more efficient to do this in one go!
line.SetPositions(points);
}
#if UNITY_EDITOR
private float prevXRadius, prevYRadius;
private int prevSegments;
private float prevWidth;
private void OnValidate()
{
// Can't set up our line if the user hasn't connected it yet.
if (!line) line = GetComponent();
if (!line) return;
if (!draw)
{
// instead simply disable the component
line.enabled = false;
}
else
{
// Otherwise re-enable the component
// This will simply re-use the previously created points
line.enabled = true;
if (xRadius != prevXRadius || yRadius != prevYRadius || segments != prevSegments || width != prevWidth)
{
CreatePoints();
// Cache our most recently used values.
prevXRadius = xRadius;
prevYRadius = yRadius;
prevSegments = segments;
prevWidth = width;
}
if (controlBothXradiusYradius)
{
yRadius = xRadius;
}
}
}
#endif
}
...ANSWER
Answered 2020-Nov-11 at 17:51Sounds like you rather wanted to use e.g.
QUESTION
If I want to make automated changes in editor, I generally use OnValidate. Over the years I've run into many issues with it so I'm looking for an alternative.
Example: There is a ladder object with a ladder script on it. When I change the Size variable on the ladder component, I want it to also change the size of the SpriteRenderer, which is set to Tiled mode. Unfortunately, OnValidate doesn't like you using SendMessage and you can get funky results.
I am NOT looking to solve this issue specifically. I already use an editor script to solve it. I am simply looking for a way to automate changes without using OnValidate so that I have more freedom.
I thought maybe an editor script could do this, but I'd really like to avoid having to do that for every single case individually. Maybe there is a way to do an editor script that could handle all scripts trying to do this? Maybe an editor script that works with interfaces?
EDIT: Changed the title and text of the post to be clearer.
...ANSWER
Answered 2020-Oct-16 at 19:44I came up with a solution. I created a base class that all other classes in my game will inherit from. It looks like this:
QUESTION
I have two password fields that, among other rules, have to be equal for the form to be valid.
...ANSWER
Answered 2020-Sep-07 at 09:17You can use the validationParams
field to trigger the validation if a value in another field changes.
QUESTION
I created a Perlin noise function by loosely following a java tutorial in C#. I then used Unity to visualize it (I don't think the issue is with unity, as their inbuilt func works perfectly)
The problem is that there are too many large dark spots. Here is a photo
This is how I would like it to look
As you can see, it looks as if the points are not blending well.
Here is my code for the noise:
...ANSWER
Answered 2020-Aug-14 at 18:13It's the gradient set being used. Directions (1, 1) point directly at diagonal neighbors. If those diagonal neighbors have (-1, -1), then they constructively interfere. Same for other corner pairs, and for when they point negative instead of positive at each other. EDIT: You can try +x + ROOT2*y, +ROOT2*x + y
, and all sign permutations thereof, to produce 8 gradients.
Also, even if you improve the gradients, you may have heard that Perlin is an older method for noise, which produces a lot of 45 and 90 degree bias. There aren't a lot of cases where I recommend it. If you want to implement noise as a programming exercise, that's great. But if you want to use noise in a project, I would either code or import a good 2D simplex implementation.
EDIT: See comments. I looked at the wrong image. Solution you need, is only sample = sample * 0.5 + 0.5
to rescale the output so that the negative values don't all get cut off in the image.
Also if you want to convert your noise into a rudimentary simplex, you can do this:
- Define constants
double F2 = 0.366025403784439
anddouble G2 = -0.211324865405187
. These will be used below, to work with the triangular grid. - At the beginning of GetPixel(double x, double y) add
double s = (x + y) * F2;
x += s; y += s;
. This will convert the coordinates which produce integers on a square grid, to coordinates which produce integers on a diagonally-compressed square grid which represents equilateral triangles. - After you define
xdec
andydec
, adddouble t = (xdec + ydec) * G2;
xdec += t; ydec += t;
. This will unskew these coordinates relative to the base of the compressed square, so that they can now be used for distance and gradients again. - Define doubles
xdec2 = xdec - 1 - G2;
ydec2 = ydec - G2;
. Definexdec3 = xdec - G2;
ydec3 = ydec - 1 - G2;
. Definexdec4 = xdec - 1 - 2*G2;
ydec4 = ydec - 1 - 2*G2;
. You need this, because simply subtracting 1 doesn't work anymore to get the relative coordinates to the other four corners, because the corners aren't aligned with a square anymore. Now, any time you subtract 1 from either of the coordinates, you also need to subtract G2 from both. Thus, for #2 and #3 you subtract G2 once from each, and for #4 you subtract it twice (2*G2). You can re-derive this yourself by seeing what happens if you had already subtracted 1 from one or both of the coordinates, before calculating the previous step where you definedouble t
. - Change d2, d3, d4 to use these values instead, like
d2 = grad(g2, xdec2, ydec2);
- Remove everything starting with
double u
and ending withreturn yInter;
. Adddouble value = 0;
. You will add stuff to this value. - Define
double a1 = 0.5 - xdec*xdec - ydec*ydec;
double a2 = 0.5 - xdec2*xdec2 - ydec2*ydec2;
and the same pattern for a3 and a4. These functions represent circles around each triangle vertex, which stop at the triangle edges. - Add
if (a1 > 0) value += (a1 * a1) * (a1 * a1) * d1;
and the same for a2, a3, a4. These add a value to the noise inside each of those circles, based on the gradient and distance. - If you use the improved gradients I suggested for Perlin, add
return value * 38.283687591552734375;
. If you use the original ones, I think the right value to multiply by is75.3929901123046875
but I'm not sure. It will be something close to that, though. Really, you probably want more gradients for simplex, but the 8 should make it look better than Perlin at least.
The noise will not look very good without the improved gradients. You will still see a lot of 45 degree bias. If you want to really improve the noise, here is my suggestion, with 24 gradients. You can find these gradients here. Use 99.83685446303647
as the value you multiply by at the end.
QUESTION
I am using AWS CDK TypeScript. I am trying to create an cognito userpool in cdk. But it is showing below warning at "this",
...ANSWER
Answered 2020-Jul-27 at 15:41There was some issue with my versions.
Making all versions of aws-cdk
and aws-*
the same solved the issue.
I did follow below steps:
- cd to your project path
- npx npm-check-updates -u
- npm install
- restart your IDE
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