my-class | Probably the fastest JS class system | Frontend Framework library
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kandi X-RAY | my-class Summary
Probably the fastest JS class system out there
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QUESTION
I can use predefined tailwind
classes to set color in HTML like:
ANSWER
Answered 2021-May-28 at 12:15It is. You can use theme()
directive.
QUESTION
screen.getByText(match: Matcher)
takes a Matcher
of type string | RegExp | MatcherFunction
In the case of the latter, the type is (content: string, element: HTMLElement) => boolean
.
Expectation:
screen.getByText((content, element) => element.className.includes("my-class") && content.includes("text to search for"));
searches through the DOM for an element of class my-class
with text text to search for
Actual: TestingLibraryElementError: Unable to find an element with the text: element.className.includes("my-class") && content.includes("text to search for")
It's like the MatcherFunction prototype is being parsed into a string? Could it be because of the lambda syntax?
...ANSWER
Answered 2021-May-18 at 01:09This is working as you expect. The function is executing and returning, and your test is failing. The test runner doesn't really have a way to tell you in plain english what your function does, so it simplifies stringifies the thing you searching for (be it a string, regex or function) in the output message about your failure.
You could argue that is a poor developer experience, and you'd be right. But it does look like everything is working as intended.
QUESTION
I'm trying to extract content of a div with PHP, independent of a class name and other parameters.
What I need is, I have multiline, single line, multiple parameter div such as
...ANSWER
Answered 2021-May-11 at 07:10Here is a way to get it using DOM
parser:
QUESTION
I'm getting an error message about Can't bind to 'columnDefs' since it isn't a known property of 'ag-grid-angular'
. I have read some suggestions to similar questions but none of the proposed answers solved my issue. My HTML is like this:
ANSWER
Answered 2021-Mar-29 at 18:57You could try deleting node_modules and package-lock.json, and then running npm install
in the folder where your package.json is.
QUESTION
As we know using ng-content projects content only in last matched ng-content, but the thing I dont understand is that why does it behave the opposite while using select and projects only into the first one.
First Child Component
...ANSWER
Answered 2021-Feb-06 at 13:26Angular compiler calculates so called ngContentIndex
. You can think of it as a place where transcluded node should be projected.
So, having AppComponent
template
QUESTION
I'm quite far into the development of a game using SDL, OpenGL and C++ and am looking for ways to optimize the way the game switches between GLSL shaders for lots of different objects of different types. This is much more of a C++ question than an OpenGL question. However, I still want to provide as much context as I can, as I feel some justification is needed as to why the proposed Shader class I need, needs to be created / deleted the way that it is.
The first four sections are my justifications, journey & attempts leading up to this point, however my question can likely be answered by just the final section alone and I've intentionally written it as a bit of a tldr.
The necessity for a Shader class:I've seen many implementations online of OpenGL shaders being created, compiled and deleted all in the same function when game objects are created during gameplay. This has proven to be inefficient and far too slow in particular sections of my game. Thus, I've required a system that creates and compiles shaders during a load-time and then intermittently uses/swaps between them during game-time before being deleted later.
This has lead to the creation of a class(Shader
) that manages OpenGL shaders. Each instance of the class should manage one unique OpenGL shader each and contains some complex behavior around the shader type, where it's loaded in from, where it's used, the uniform variables it takes, etc.
With this said, the most important role of this class is to store the GLuint
variable id
that is returned from glCreateShader()
, and manage all OpenGL calls that relate to the OpenGL shader with this id
. I understand that this is effectively futile given the global nature of OpenGL(as anywhere in the program could technically call glDeleteShader()
with the matching id
and break the class), however for the purposes of intentionally encapsulating all OpenGL calls to very specific areas throughout the entire codebase this system will drastically reduce code-complexity.
The most "automatic" way to manage this GLuint id
, would be to invoke glCreateShader()
on the object's construction and glDeleteShader()
on the object's destruction. This guarantees(within OpenGL limits) that the OpenGL shader will exist for the entire lifetime of the C++ Shader object and eliminates the need to call some void createShader()
and deleteShader()
functions.
This is all well and good, however problems soon arise when considering what happens if this object is copied. What if a copy of this object is destructed? That means that glDeleteShader()
will be called and effectively break all copies of the shader object.
What about simple mistakes like accidentally invoking std::vector::push_back()
in a vector of Shaders? Various std::vector
methods can invoke the constructor / copy constructor / destructor of their type, which can result in the same problem as above.
Okay then... how about we do create some void createShader()
and deleteShader()
methods even if it's messy? Unfortunately this just defers the above problem, as once again any calls that modify the OpenGL shader will desynchronize / outright break all copies of a shader class with the same id
. I've limited the OpenGL calls to glCreateShader()
and glDeleteShader()
in this example to keep things simple, however I should note that there are many other OpenGL calls in the class that would make creating various instance/static variables that keep track of instance copies far too complicated to justify doing it this way.
The last point I want to make before jumping into the class design below is that for a project as large as a raw C++, OpenGL and SDL Game, I'd prefer if any potential OpenGL mistakes I make generate compiler errors versus graphical issues that are harder to track down. This can be reflected in the class design below.
The first version of theShader
class:
It is for the above reasons that I have elected to:
- Make the constructor
private
. - Provide a public
static create
function that returns a pointer to a new Shader object in place of a constructor. - Make the copy constructor
private
. - Make the
operator=
private
(Although this might not be necessary). - Make the destructor private.
- Put calls to
glCreateShader()
in the constructor andglDeleteShader()
in the destructor, to have OpenGL shaders exist for the lifetime of this object. - As the
create
function invokes thenew
keyword(and returns the pointer to it), the place with the outside call toShader::create()
must then invokedelete
manually (more on this in a second).
To my understanding, the first two bullet points utilize a factory pattern and will generate a compiler error should a non-pointer type of the class be attempted to be created. The third, fourth and fifth bullet points then prevent the object from being copied. The seventh bullet point then ensures that the OpenGL Shader will exist for the same lifetime of the C++ Shader object.
Smart Pointers and the main problem:The only thing I'm not a huge fan of in the above, is the new
/delete
calls. They also make the glDeleteShader()
calls in the destructor of the object feel inappropriate given the encapsulation that the class is trying to achieve. Given this, I opted to:
- change the
create
function to return astd::unique_ptr
of theShader
type instead of aShader
pointer.
The create
function then looked like this:
ANSWER
Answered 2021-Mar-04 at 08:29Implement a deleter yourself, and let the deleter be a friend of your class. Then edit your declaration like this:
QUESTION
I'm having a problem understanding why Intellij is producing an unresolved variable warning. I was hoping someone could explain why it happens.
I have an interface:
...ANSWER
Answered 2021-Mar-15 at 14:42The issue is tracked at WEB-45419, please follow it for updates
QUESTION
I am using PHP and I have an HTML string that contains a string. I need to delete all rows of the table (In reality, there would be some logic to check if to delete the row but for now I am deleting all the rows).
I am trying to delete all the rows from the table but only alternate rows are getting deleted.
...ANSWER
Answered 2021-Feb-28 at 22:51You problem is about understanding this part of code
QUESTION
This is the html code exemple:
...ANSWER
Answered 2021-Feb-25 at 04:30You should check the xpaths in the browser console. And try doing this ?
QUESTION
What am I trying to do -
- Get all the elements of a particular class from DOM through javascript
- Get
img
element from parent of the element - Insert
img
element before the parent - Remove the parent element
Here is the code:
...ANSWER
Answered 2021-Feb-12 at 06:12When you do el.getElementsByClassName("my-class");
it will give you a live HTMLCollection
object which looks like an array. Which is handled by DOM itself.
If you remove anything from the DOM which is present in HTMLCollection
the length of that HTMLCollection
also decreases.
HTMLCollection
in a form of an array.
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