potion | React components | Frontend Utils library
kandi X-RAY | potion Summary
kandi X-RAY | potion Summary
Potion is a collection of React components for declaratively composing animated, interactive visualizations.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of potion
potion Key Features
potion Examples and Code Snippets
public interface Potion {
void drink();
}
@Slf4j
public class HealingPotion implements Potion {
@Override
public void drink() {
LOGGER.info("You feel healed. (Potion={})", System.identityHashCode(this));
}
}
@Slf4j
public class HolyWate
Community Discussions
Trending Discussions on potion
QUESTION
I am building a python project -- potion
. I want to use Github actions to automate some linting & testing before merging a new branch to master.
To do that, I am using a slight modification of a Github recommended python actions starter workflow -- Python Application.
During the step of "Install dependencies" within the job, I am getting an error. This is because pip is trying to install my local package potion
and failing.
The code that is failing if [ -f requirements.txt ]; then pip install -r requirements.txt; fi
The corresponding error is:
...ANSWER
Answered 2021-Jun-11 at 14:29The "package under test", potion
in your case, should not be part of the requirements.txt. Instead, simply add your line
QUESTION
everyone! So i've been doing some game ideas in my free time and i'm currently creating rpg item system. Firstly, i've made base class Item. It implements Comparable and i set its natural ordering by in-game name.
...ANSWER
Answered 2021-Jun-03 at 18:34Just a reminder that this is a space for asking questions like "why doesn't this work", whereas this is something that should go in a discussion forum (which the rules explicitly say SO is not). Just for the future :)
That being said, I would go enum because as a fellow game designer you never really know how many items you're going to compulsively add, and having a subclass for each one is gonna get tiring.
QUESTION
I started playing with Google Cloud IOT Core today. I went through the tutorial and ran a script to send messages from the virtual device back to my topic (if this is the correct phrasing). If I want to pull a message sent by my virtual device, I run the following:
...ANSWER
Answered 2021-May-23 at 12:50Cloud IOT does not dictate you the way your devices data is stored.
Please, consider review the IoT technical overview in the Google Cloud Architecture center and some of the proposed architectures, especially Designing a Connected Vehicle Platform on IoT Core.
The IoT Core main documentation provides a very handy diagram as well:
All these architectures are generally based on the processing of the information received from your devices in Pub/Sub in some or other way.
Pub/Sub is a message broker, similar - but with subtle differences - to other systems like Kafka, Active MQ, etcetera. It allows you to decouple and at the same interconnect different services in the Google Cloud Platform (different services can publish information to a certain topic, while other can consume it). But it will not provide a way for message persistent storage on its own: by default, the message retention period is at most 7 seven days.
The responsibility for storing those messages if required lies with the services consuming those messages.
You can use any service that can consume messages from those Pub/Sub topics, but typically you will use products like Dataflow, an advanced stream or batch data processing tool, that will allow you to process your device data and to distribute it to different storage services if necessary.
If your are interested in analytics, the way to go should be either Bigtable or better BigQuery. There are several Dataflow templates available out of the box for storing your Pub/Sub information in BigQuery. Please, consider review this excellent related article as well.
You can store your device information in other services as well, like Cloud SQL, managed relational database services versions of MySQL, PostgreSQL and SQL Server, Cloud Firestore (formerly Datastore), a flavor or NoSQL database, or even Cloud Storage, for storing your device information as plain, unstructured objects. Although a bit dated now, please, see the section What Storage type? in the extraordinary grumpygrace.dev flowcharts page for more information about the different storage options available.
QUESTION
I am creating a short RPG game for my AP CSP project and for some reason when I call the method Element in line 310-313, it just ends the rest of the code in Main (which is all the remaining code in the program). The user is required to press x to continue the game but it skips all of that and auto-fills the user-inputs correctly. Put it short, once you select your element in the code, the program finishes the game by itself, which is not supposed to happen since the user needs to have its input to continue the dialogue.
Aforementioned, the intended output of this code is to complete the dialogue with the user input and user information only. Please help as this is due soon!
...ANSWER
Answered 2021-May-11 at 07:49It looks like you stopped following the pattern that you applied in the beginning. As you'll see, prior to line 310, you have used
QUESTION
I need to query only the subset of Documents that contain an EmbeddedDocument that meets more than one criteria.
In the following poorly constructed example, I create two simple Documents...
...ANSWER
Answered 2021-May-13 at 21:38I needed to use $elemMatch
to ensure that both conditions are being met on the same EmbeddedDocument:
QUESTION
I'm trying to get the alt texts from class="css-cku98t"
that are inside div (class_='css-8atqhb')[0]
, but I'm stuck, I tried almost everything.
ANSWER
Answered 2021-May-11 at 18:06Since 'alt'
is an attribute of a img
element, you can first search for all 'img'
elements before querying the 'alt'
attribute for each found element:
QUESTION
I'm creating a game project, where this takes place in a medieval fantasy world, and the timing system is based on JS's Data system. In this case, the game takes place in the year 1317, and I use the milliseconds for all calculations of effects, potions and things like that. However, this value is returning some logical problems in my system. The initial value in milliseconds is -19964319812000, a negative number. Here is an example of a problem, the function of converting milliseconds to minutes and hours.
...ANSWER
Answered 2021-Apr-29 at 01:13Seems like you could use Math.abs for this.
QUESTION
My txt file looks like: -
Type: Warrior
Health: 100
Level: 1
Experience: 0
Max health: 100
Potions - Small : 2
...ANSWER
Answered 2021-Apr-23 at 07:09Your code is working fine but you need to add a print statement otherwise the created object will never be displayed after it has been created sucessfully.
Method:
- Override
toString()
in you model classes and choose a nice layout for displaying the data. - Add a print statement after the creation of your object. (Example
System.ou.println()
).
I hope I could help you, keep your great work up!
QUESTION
Goal: get a value from a dictionary. Said value has a dictionary as a key.
What I'm doing: I'm creating a second dictionary that has the exact same values as the key whose value I'm trying to get. Using TryGetValue
Result: Expecting a value but getting null;
Context: I'm trying to make a crafting functionality in Unity. This is what the class for a crafting ingredient looks like (ICombinable looks the exact same right now):
...ANSWER
Answered 2021-Apr-16 at 15:43Because the object you're looking up with doesn't exist in the Dictionary.
You can convince yourself of this quite easily, just loop through the Keys
collection and use ==
or Equals
to compare each key dictionary to the searched-for dictionary.
That is
QUESTION
when i starting my game on the game scene,everything is fine,but when i load from menu,first time is ok,then there is saving data to json,and when i come back to main menu,and then again press play it's " Object reference not set to an instance of an object " for my saveScript which is attached to empty gameObject on game scene.
loading just
SceneManager.LoadSceneAsync("game");
SAVE SCRIPT
...ANSWER
Answered 2021-Apr-09 at 18:07When using DontDestroyOnLoad
wherever you want this object to exist, make a copy of it in your scene if you want the data stored to persist between your game session.
Here is a snippet from the docs
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