my-class | Probably the fastest JS class system | Frontend Framework library

 by   jiem JavaScript Version: Current License: MIT

kandi X-RAY | my-class Summary

kandi X-RAY | my-class Summary

my-class is a JavaScript library typically used in User Interface, Frontend Framework, Next.js applications. my-class has no vulnerabilities, it has a Permissive License and it has low support. However my-class has 2 bugs. You can download it from GitHub.

Probably the fastest JS class system out there
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            kandi-support Support

              my-class has a low active ecosystem.
              It has 105 star(s) with 30 fork(s). There are 8 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 4 open issues and 1 have been closed. On average issues are closed in 210 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of my-class is current.

            kandi-Quality Quality

              my-class has 2 bugs (0 blocker, 0 critical, 2 major, 0 minor) and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              my-class is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              my-class 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.
              my-class saves you 11 person hours of effort in developing the same functionality from scratch.
              It has 32 lines of code, 0 functions and 9 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            my-class Key Features

            No Key Features are available at this moment for my-class.

            my-class Examples and Code Snippets

            No Code Snippets are available at this moment for my-class.

            Community Discussions

            QUESTION

            How to use tailwindcss colors in custom css classes?
            Asked 2021-May-28 at 12:15

            I can use predefined tailwind classes to set color in HTML like:

            ...

            ANSWER

            Answered 2021-May-28 at 12:15

            It is. You can use theme() directive.

            Source https://stackoverflow.com/questions/67738307

            QUESTION

            React-Testing-Library - MatchingFunction interpreted as string
            Asked 2021-May-18 at 01:09

            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 01:09

            This 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.

            Source https://stackoverflow.com/questions/67578332

            QUESTION

            Extract Content of a Div with PHP and Regex
            Asked 2021-May-12 at 16:13

            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 07:10

            Here is a way to get it using DOM parser:

            Source https://stackoverflow.com/questions/67481743

            QUESTION

            Can't bind to 'columnDefs' since it isn't a known property of 'ag-grid-angular'
            Asked 2021-Mar-29 at 19:56

            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 18:57

            You could try deleting node_modules and package-lock.json, and then running npm install in the folder where your package.json is.

            Source https://stackoverflow.com/questions/66858477

            QUESTION

            Angular ng-content different behaviour while using select
            Asked 2021-Mar-28 at 06:59

            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 13:26

            Angular compiler calculates so called ngContentIndex. You can think of it as a place where transcluded node should be projected.

            So, having AppComponent template

            Source https://stackoverflow.com/questions/66076759

            QUESTION

            How to allow a std::unique_ptr to access a class's private destructor or implement a C++ factory class with a private destructor?
            Asked 2021-Mar-18 at 04:14

            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.

            Where the problems start...

            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 the Shader 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 and glDeleteShader() in the destructor, to have OpenGL shaders exist for the lifetime of this object.
            • As the create function invokes the new keyword(and returns the pointer to it), the place with the outside call to Shader::create() must then invoke delete 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 a std::unique_ptr of the Shader type instead of a Shader pointer.

            The create function then looked like this:

            ...

            ANSWER

            Answered 2021-Mar-04 at 08:29

            Implement a deleter yourself, and let the deleter be a friend of your class. Then edit your declaration like this:

            Source https://stackoverflow.com/questions/66470815

            QUESTION

            Angular: Unclear Why Intellij Produces Unresolved Variable Warning
            Asked 2021-Mar-15 at 14:42

            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 14:42

            The issue is tracked at WEB-45419, please follow it for updates

            Source https://stackoverflow.com/questions/66607338

            QUESTION

            Removing child nodes from DOM table removing only alternate children
            Asked 2021-Feb-28 at 22:51

            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 22:51

            You problem is about understanding this part of code

            Source https://stackoverflow.com/questions/66413593

            QUESTION

            How i can click on a div with role button without text? Using Python Selenium
            Asked 2021-Feb-25 at 04:30

            This is the html code exemple:

            ...

            ANSWER

            Answered 2021-Feb-25 at 04:30

            You should check the xpaths in the browser console. And try doing this ?

            Source https://stackoverflow.com/questions/66362343

            QUESTION

            Javascript removeChild not removing all elements inside loop
            Asked 2021-Feb-12 at 06:12

            What am I trying to do -

            1. Get all the elements of a particular class from DOM through javascript
            2. Get img element from parent of the element
            3. Insert img element before the parent
            4. Remove the parent element

            Here is the code:

            ...

            ANSWER

            Answered 2021-Feb-12 at 06:12
            Problem: Call by reference of an object.

            When 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.

            Solution: Create a copy of HTMLCollection in a form of an array.

            Source https://stackoverflow.com/questions/66166841

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

            Vulnerabilities

            No vulnerabilities reported

            Install my-class

            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/jiem/my-class.git

          • CLI

            gh repo clone jiem/my-class

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            git@github.com:jiem/my-class.git

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