wizzy | Manage & automate Grafana with easy wizzy | Dashboard library
kandi X-RAY | wizzy Summary
kandi X-RAY | wizzy Summary
Status Update: Unmaintained, we suggest you use grafana-dashboard-manager. wizzy is a rich user-friendly command line tool written in node.js to manage Grafana entities. It can save you hundreds of clicks in a day when editing and managing your Grafana dashboards. It can also be used to store dashboards in a Github repo making Grafana dashboards version controlled.
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QUESTION
I have deployed some code into functions.php that gives me a second CLASSIC WYSIWYG / text editor (not dealing with Gutenberg right now) so that I can populate content for each post from both editors. Whenever I am editing a post, I see two wizzy's (the second editor is displayed in the admin area using a meta_box).
Having a second editor allows me to insert other code (like ads and other things) in between where each editor outputs to the page.
All works great except that when I insert images into the second editor, the caption data is escaped rather than rendered as the friendly caption text.
Below is the code for the second editor in functions.php.
...ANSWER
Answered 2019-Apr-16 at 22:56It looks like you want the caption shortcode to be processed in the WYSIWYG editor? This is not the intended function inside the WYSIWYG, which is meant to show the raw shortcode. If it's not displaying correctly on the frontend (template) try wrapping your call to print the content of the editor in do_shortcode
.
You could possibly try outputting your content into the editor using do_shortcode but that would only work once. I.e. once the shortcode is converted to HTML you'll have HTML floating around in your editor.
QUESTION
I'm working up a little dialogflow application and would like to be able to ask it to play music implicitly, much like what happens if I "link" a pandora account to Google Home.
For instance
"Hey Google, play some jazz in the kitchen"
I have my app properly recognizing and handling the intents when they are directly requested, as in...
"Hey Google, ask My Wizzy App to play some jazz in the kitchen"
But that gets cumbersome quick.
I've set up the intents such that they +should+ be recognized as implicit intents (via the Google Assistant integrations page), but they don't actually work.
...ANSWER
Answered 2017-Dec-27 at 20:31Unfortunately implicit invocation is not always guaranteed and, for this reason, may not be optimal for the use case you've defined here. The likelihood of implicit invocation for a given user is based on various factors including the relevance and quality of the app. You can find out how better to optimize your app for implicit invocation here.
QUESTION
class GameCharacter(object):
__name = ""
__health = 0
__experience = 0
def __init__(self, name, health, experience):
self.__name = name
self.__health = health
self.__experience = experience
def getName(self):
return self.__name
def adventure( e ):
self.__experience += e
def __str__(self):
return self.__name+ " is a " + str(type(self)) + " with: \n HEALTH: " \
+ str(self.__health) + " and EXPERIENCE: " + str(self.__experience)
gc = GameCharacter("gc", 10, 20)
print(gc)
class Wizard(GameCharacter):
__spells = {}
__knowledge = 0
def __init__(self, name, health, experience, spells, knowledge):
super().__init__(name, health, experience)
self.__spells = spells
self.__knowledge = knowledge
def __str__(self):
return (super().__str__() + "\n SPELLS: " + str(self.__spells) \
+ " and KNOWLEDGE: " + str(self.__knowledge))
def learn( k ):
self.__knowledge += k
# This method returns damage amount which is calculated as follows:
# select a random spell from the dictionary of spells using
# the knowledge value as the range, damage = potency of spell
def castSpell():
#?????
pass
class Warrior(GameCharacter):
__weapons = {}
__skill = 0
def __init__(self, name, health, experience, spells, skill):
pass
def __str__(self):
return "This needs to be implemented..."
#this method updates the value of __skill by s
def train( s ):
pass
# This method returns damage amount which is calculated as follows:
# select a random weapon from the dictionary of weapons using
# the skill value as the range, damage = strength of weapon
def useWeapon():
pass
wiz1 = Wizard("Wizzy", 100, 50, {}, 5 )
print(wiz1)
warr1 = Warrior("Warry", 100, 75, {}, 10)
print (warr1)
class AdventureGame():
#initializes the game characters
def __init__(self, wizard, warrior):
pass
#returns a string representing information about the game characters
def __str__(self):
pass
#generates a random number in range 0-5 for wizard: wizard gains knowledge by this much
#generates a random number in range 0-5 for warrior: warrior gains strength by this much
def adventure(self):
pass
#generates a random number in range 0-5 for wizard: wizard loses knowledge by this much
#generates a random number in range 0-5 for warrior: warrior loses strength by this much
def peril(self):
pass
#wizard casts a spell
#warrior draws a weapon
#return the winner - who has more health, or tie --> wizard|warrior|tie
def battle(self):
pass
...ANSWER
Answered 2017-Aug-08 at 05:13In Python2 super()
takes reference of cls
(class) and self
(class instance) as arguments.
Take a look here:
https://stackoverflow.com/a/5066411/6654077
super() should not be considered the standard way of calling a method of the base class. This did not change with Python 3.x. The only thing that changed is that you don't need to pass the arguments self, cls in the standard case that self is the first parameter of the current function and cls is the class currently being defined.
Now, when I run your code in Python3, I got no error.
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