Scriptables | iOS14桌面组件神器(Scriptable)开发框架、教程、精美脚本分享 | Widget library

 by   im3x JavaScript Version: Current License: No License

kandi X-RAY | Scriptables Summary

kandi X-RAY | Scriptables Summary

Scriptables is a JavaScript library typically used in User Interface, Widget applications. Scriptables has no bugs, it has no vulnerabilities and it has medium support. You can download it from GitHub.

iOS14桌面组件神器(Scriptable)开发框架、教程、精美脚本分享
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              Scriptables has a medium active ecosystem.
              It has 1402 star(s) with 247 fork(s). There are 89 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 6 open issues and 15 have been closed. On average issues are closed in 0 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Scriptables is current.

            kandi-Quality Quality

              Scriptables has no bugs reported.

            kandi-Security Security

              Scriptables has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Scriptables does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Scriptables releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            Scriptables Key Features

            No Key Features are available at this moment for Scriptables.

            Scriptables Examples and Code Snippets

            No Code Snippets are available at this moment for Scriptables.

            Community Discussions

            QUESTION

            Style individual points from one dataset in Chart.js
            Asked 2021-May-19 at 10:03

            I am trying to create a timeline using Chart.js. My Goal is to have a single row that shows various icons/events that happened in a game. By using a linechart and removing the lines, leaving only the points, you can place markers on the timeline.

            You can display these points as custom images by assigning an image variable to the pointStyle attribute of the dataset.

            With a single image this works perfectly fine, as you can see in the following snippet.

            ...

            ANSWER

            Answered 2021-May-19 at 10:03

            You can add different images via an array.

            Source https://stackoverflow.com/questions/67595666

            QUESTION

            Resources.load with a scriptable object
            Asked 2019-Apr-04 at 22:40

            I have a Scriptable Object in Unity that contains a lot a datas (integers and string)

            I would like to save data in this scriptable :

            https://imgur.com/a/SQqTCZC

            I tried :

            ...

            ANSWER

            Answered 2019-Apr-04 at 22:40

            Resources.Load only works if the asset is somewhere under a folder named "Resources" (and you can have multiple "Resources" folders).

            If you want to load with the string "ScriptablesObjects/GameSaves/Princess" then the path on the filesystem must be "Assets/Resources/ScriptablesObjects/GameSaves/Princess"

            Here are the relevant details from the linked documentation:

            Loads an asset stored at path in a folder called Resources.

            Returns the asset at path if it can be found otherwise returns null. Only an object of type T will be returned. The path is relative to any folder named Resources inside the Assets folder of your project. More than one Resources folder can be used. For example, a project may have Resources folders called Assets/Resources and Assets/Guns/Resources. String names that include Assets and Resources are not needed. For example the loading of a GameObject at Assets/Guns/Resources/Shotgun.prefab does not use the folder names. Also, if Assets/Resources/Guns/Missiles/PlasmaGun.prefab exists it will be loaded using Prefabs/Missiles/PlasmaGun. If you have multiple Resources folders you cannot duplicate use of an asset name.

            Another example of the Resources folder. In Resources there are two files, fancyA and fancyB. Resources also has Resources2 folder. This folder contains two files, fancyA2 and fancyB2. Finally, Resources2 has a folder called Resources3 with a single file also called fancyB. (This means the file in Resources3 has the same name as in Resources.) The files in Resources can be loaded as fancyA and fancyB with no need for the folder hierarchy Assets/Resources. Also, the files in Resources2 can be loaded. Loading these require the folder directory so an example load will be Resources2/fancyB2. Finally, loading from Resources3 will be Resources2/Resources3/fancyB.

            Note: Extensions must be omitted. Note: All asset names and paths in Unity use forward slashes, paths using backslashes will not work.

            Source https://stackoverflow.com/questions/55525268

            QUESTION

            Java generics issue, modify constraint?
            Asked 2017-Oct-16 at 15:16

            I have two methods:

            ...

            ANSWER

            Answered 2017-Oct-16 at 15:06

            If you cannot narrow down the generic type of class in your map, you can still cast. And to be safer, you can use Class.isAssigneableFrom, which is an instanceof for classes (instead of objects):

            Source https://stackoverflow.com/questions/46773076

            QUESTION

            Game engine design issue
            Asked 2017-Jul-26 at 17:26

            I am working on a game engine using ECS. My issue is how i spawn an entity. My idea is that i have a method that takes in an entity as an argument, creates a clone of this entity, retrives all the pointer components from the clone and put them in their respective systems for updating:

            ...

            ANSWER

            Answered 2017-Jul-26 at 17:26

            As long as players' scripts are copy constructible and you can clone them by means of the copy constructor, you can use CRTP and an intermediate class like this (minimal, working example):

            Source https://stackoverflow.com/questions/45332006

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

            Vulnerabilities

            No vulnerabilities reported

            Install Scriptables

            You can download it from GitHub.

            Support

            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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            https://github.com/im3x/Scriptables.git

          • CLI

            gh repo clone im3x/Scriptables

          • sshUrl

            git@github.com:im3x/Scriptables.git

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