ystep | ystep jQuery process , step plugin

 by   iyangyuan JavaScript Version: Current License: No License

kandi X-RAY | ystep Summary

kandi X-RAY | ystep Summary

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

ystep jQuery process, step plugin
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            kandi-support Support

              ystep has a low active ecosystem.
              It has 162 star(s) with 107 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 4 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of ystep is current.

            kandi-Quality Quality

              ystep has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

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

            kandi-Reuse Reuse

              ystep 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.
              ystep saves you 152 person hours of effort in developing the same functionality from scratch.
              It has 378 lines of code, 0 functions and 3 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            ystep Key Features

            No Key Features are available at this moment for ystep.

            ystep Examples and Code Snippets

            No Code Snippets are available at this moment for ystep.

            Community Discussions

            QUESTION

            Choppy online python game
            Asked 2021-Mar-15 at 17:49

            I have programmed a simple clone of Slither.io in python using pygame and sockets and I have three problems:

            1. When I play the game alone on my laptop the game is choppy. Every ten seconds my game get stuck for a while (one milisecond) and then continue. It's not a big problem but it's annoying.
            2. When I play on two computers in my local network, I see the other player (the other snake) is also choppy.
            3. The strangest problem is when I run my server on my main laptop and then run the game on my second laptop the game starts and after few seconds crash. Debugger on client says that pickle data was truncated while receiving data from the server. But when I run the server program on my second laptop and the game on my main laptop everything is OK. Why?

            I tried:
            Problem 1. change FPS on the client and time.sleep on the server
            Problem 2. change time.sleep on the server
            Problem 3. change the input value of recv() method

            Server code:

            ...

            ANSWER

            Answered 2021-Mar-15 at 17:49

            Your third problem (truncated pickle data) is because you are using TCP, and you are unpickling whatever recv returns. You might be thinking that whenever you send something, and the receiver calls recv, returns the exact same thing, but actually it doesn't. TCP splits your data up into packets, so the receiver might not receive all the data at the same time.

            For example, if you send "abcdefgh" and then separately send "ijkl", it's allowed for the first receive to return "abcd" and the second to return "efghijkl". Or the first one could return "ab" and the second one could return "cde" and the third one could return "fghijkl", or so on.

            You have to design a way for the receiver to know when to stop receiving. For example, if you sent "8abcdefgh" and then "4ijkl", the receiver could get "8abcdefgh4ij", and then it knows "8abcdefgh" is one "send" (because it starts with 8 and then 8 more bytes) and it knows the "4ij" is the beginning of the next "send" but it's not the whole thing (because it starts with 4 but there aren't 4 more bytes).

            Another way is to send a special character like a newline (enter key) after each message. This probably doesn't work with pickles because pickles can have newlines in them. But you could choose another byte that pickles don't have, like 0xFF. Then the receiver knows to keep on receiving until it sees the byte 0xFF.

            Source https://stackoverflow.com/questions/66642893

            QUESTION

            How to get coordinates of html canvas tag
            Asked 2021-Jan-29 at 23:51

            I want to get coordinates of the painted area of an image placed in HTML canvas tag And send it to the database. And populate it on the same area of that image in another page. And how can i reset or clear the painted area by clicking the reset button.

            -------------------------------------------------------JSfiddle example----------------------------------------------------

            ...

            ANSWER

            Answered 2021-Jan-25 at 12:13

            EDIT : Update with a working demo based on your fiddle

            You may have to adapt this function to also include the thikness of the drawed lines (they may appear outside of the registered area). But like this, you have te position and the size of your drawed area.

            You can now do a ROI on it if you want.

            You can track the area drawed with a function like this one:

            Source https://stackoverflow.com/questions/65810478

            QUESTION

            Parallelization of nested for loop
            Asked 2020-Jun-13 at 08:21

            My original code was -

            ...

            ANSWER

            Answered 2020-Jun-13 at 08:21

            Not sure it's an answer to the question - but it might help.

            This piece of code works fine, and it's basically a template for what you're looking for. Could you please try to run it, and see if it causes any issues?

            Source https://stackoverflow.com/questions/62343950

            QUESTION

            Uncaught TypeError: (void 0) is not a function using d3 with angular 7
            Asked 2019-Dec-11 at 17:08

            I am new on angular and never use d3 before. So I have two charts (one is bar type and the other is pie type), they both work fine on dev. But once I deploy, the bar chart throws that error and does not show while the pie chart works just fine. I am using d3 along with angular 7.

            ...

            ANSWER

            Answered 2019-Dec-11 at 17:08

            To anyone having the same issue, the problem is that angular build optimizer is removing too much code (minifying) and that is why I was getting that error. I am still trying to find a better solution but for now, I can just turn Off the build optimizer ng build --prod --build-optimizer=false and it runs just fine!

            Source https://stackoverflow.com/questions/59250984

            QUESTION

            Highcharts draggable annotaion how to move by steps?
            Asked 2019-Sep-06 at 00:35

            I would like to make the annotations move by a certain step and not stop in between two columns in axis.

            For example, the x axis is [0, 10, 20, 30]. When dragging the annotation, I want its point to change directly from {x: 10, y: 10000} to {x: 20, y: 10000} without going to x: 15. i.e. make the annotation a bit sticky to the column and not sitting between columns.

            I also need to get the current annotation point so I can update some other element.

            I tried the solution from stackoverflow but it doesn't work.

            Here is my current code. CodePen

            enter code here

            Edit 1:
            Thanks to the solution from @ppotaczek, the annotation can move by steps now. Here is the updated code JSFiddle. What needs to be refined is when dragging the annotation too fast, it cannot keep up with the mouse. Is it because of the performance of Highcharts.redraw() method and how can we solve this?

            Another unsolved question is -> how to get the current point of the annotation? It seems the annotation object doesn't provide any value about that. All I can think of is keep a record of the initial point, then everytime the annotation is moved by a step, update the record. Is there a better way?

            ...

            ANSWER

            Answered 2019-Sep-04 at 17:44

            You can overwrite Highcharts.Annotation.prototype.onDrag method:

            Source https://stackoverflow.com/questions/57790616

            QUESTION

            How to recover 3D image from its patches in Python?
            Asked 2019-Jul-04 at 13:58

            I have a 3D image with shape DxHxW. I was successful to extract the image into patches pdxphxpw(overlapping patches). For each patch, I do some processing. Now, I would like to generate the image from the processed patches such that the new image must be same shape with original image. Could you help me to do it.

            This is my code to extract patch

            ...

            ANSWER

            Answered 2017-Feb-24 at 12:20

            This will do the reverse, however, since your patches overlap this will only be well-defined if their values agree where they overlap

            Source https://stackoverflow.com/questions/42434095

            QUESTION

            How does the after method works in tkinter?
            Asked 2019-Jun-16 at 14:10

            I am new at programing and I am trying to make a simple animation to better learn. I have just learned python (still nooby) and starting to learn tkinter. I am trying to make an animation of the Conway's Game of Life because it has very simple principles and looks cool. I have manage to actually make my code work but I really dont understand how. The thing is that the method after I cannot understand how it works.

            The part of the code that I dont understand is the method called start. I really dont understand how "loop finished" can be printed before startloop function returns None (which it should be the same as saying the animation hasnt stop yet)

            ...

            ANSWER

            Answered 2019-Jun-16 at 13:44

            The tkinter after method effectively sends a message to the mainloop() to run the callback function in n milliseconds. Your start function sends this message then prints "loop finished". It doesn't wait for the after callback to return before carrying on execution. 100 ms later it calls startloop() and recalculates and displays the new grid. If it did wait for the callback to return it would freeze the UI while it waited. The after function lets you run code after a delay but still have an active ui.

            I've amended your start function to print "loop finished" instead of returning None on your exit parts of the code.

            Source https://stackoverflow.com/questions/56618332

            QUESTION

            Drawing a dotted background in swift
            Asked 2019-Mar-11 at 09:01

            Im trying to achieve a dotted view that I can use as a background. Something looking a bit like this:

            But I seem to be missing something in my code. I have tried to lab around with different sizes of the dots and everything, but so far I'm just getting my background color set to the view but no dots no matter the size, the color or the spacing. What am I missing?

            ...

            ANSWER

            Answered 2019-Mar-11 at 09:01

            You have a bug. Just change second line to UIColor.white.setFill() and inside drawPattern change color to black: context.setFillColor(UIColor.black.cgColor).

            It works. I set this view on Storyboard, but if you add it from code try this:

            Source https://stackoverflow.com/questions/55097530

            QUESTION

            Trying to save a PDF string results in UnicodeDecodeError with WeasyPrint
            Asked 2019-Jan-17 at 21:49

            So far this is my code:

            ...

            ANSWER

            Answered 2019-Jan-17 at 21:49

            So I don't know why, but now suddenly it works. I literally didn't modify anything: I just run the command again and it works.

            I'm not marking the question as answered, as maybe in the future someone could have the same problem as me can try to post a correct one.

            So disturbing.

            EDIT

            So it looks like I'm a very intelligent person who tries to set up the value of self.pdf_file, which is a models.FileField, to the content of the created PDF instead of the file itself.

            Source https://stackoverflow.com/questions/54144332

            QUESTION

            QT collision detection between 2 QGraphicsPixmapItems
            Asked 2018-Nov-27 at 04:33

            Link to project The interesting parts should be in gameengine.cpp's "launchSplash" -function and splashanimation.cpp

            The game creates the bubbles randomly in the acceptable are. The player's job is to shoot the bubbles with water drops. The water drops are launched from the middle bottom part of the game screen. The grids are only used for debugging, and will later on be gone, but it makes visualizing the areas easier.

            The bubbles are destroyed by shooting the water drop at them, but the water drop disappears when it hits a bubble or the upper boundary of the game. The water drop shoots to the direction of a mouse click.

            I'm trying to create a collision detection for a basic bubble shooter game, but I'm not sure how I can detect the collision in a neat way.

            The game board looks something like this game board, the water drops are shot from the middle bottom part of the screen to the direction of the cursor.

            Eventually I'll have the water drop ricochet from the walls, but at the moment I'm contempt with figuring out how to detect collisions in the first place.

            The game board is 500x600 units (width x height), so the point the water drop is shot at is (250, 600).

            When the water drop is shot, I use

            ...

            ANSWER

            Answered 2018-May-03 at 06:40

            In this answer I am going to give you some recommendations that you use to implement the solution:

            • Avoid using the following instruction, use the signals that is one of the most powerful elements of Qt and that the event loop does the work.

            Source https://stackoverflow.com/questions/50138172

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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            gh repo clone iyangyuan/ystep

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