scriptable | Scriptable scripts and modules | iOS library

 by   kopischke JavaScript Version: Current License: Unlicense

kandi X-RAY | scriptable Summary

kandi X-RAY | scriptable Summary

scriptable is a JavaScript library typically used in Mobile, iOS applications. scriptable has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Useful modules and personal scripts for the iOS Scriptable app.
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            kandi-support Support

              scriptable has a low active ecosystem.
              It has 5 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              scriptable has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of scriptable is current.

            kandi-Quality Quality

              scriptable has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              scriptable is licensed under the Unlicense License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              scriptable releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi has reviewed scriptable and discovered the below as its top functions. This is intended to give you an instant insight into scriptable implemented functionality, and help decide if they suit your requirements.
            • Get the list codes found inside the widget
            • Returns an updated update .
            Get all kandi verified functions for this library.

            scriptable Key Features

            No Key Features are available at this moment for scriptable.

            scriptable Examples and Code Snippets

            No Code Snippets are available at this moment for scriptable.

            Community Discussions

            QUESTION

            Angular ng2-charts Radarchart compile error for startAngle
            Asked 2022-Mar-29 at 20:21

            I'm adding a RadarChart using ng2-charts and chartjs to a simple angular application. The graph is being rendered as it should but I need to rotate the graph and when adding startAngle I get a compilation error.

            This is the error I'm receiving:

            ...

            ANSWER

            Answered 2022-Mar-29 at 20:21

            This is a bug in chart.js, putted in a pr for fix so you will need to wait for the next release of chart.js (after 3.7.1). In the meantime the only thing you can do is put a @ts-ignore above it

            Source https://stackoverflow.com/questions/71667351

            QUESTION

            Fill non-convex SVG path
            Asked 2022-Mar-25 at 05:49

            I have a non-convex region (made from several circle arcs) and want to fill the interior region with a color. However, the fill-property will instead fill the outside, as shown in the picture. How can I achieve the interiour being filled? This is an example code:

            ...

            ANSWER

            Answered 2022-Mar-25 at 05:49

            All those M commands create separate subpaths which are filled independently. You need to draw the star as one continuous path:

            Source https://stackoverflow.com/questions/71611876

            QUESTION

            Unity - Copy List from sriptable object to another at certain point of runtime
            Asked 2022-Mar-17 at 13:25

            I'm making a time trial race game, so when the player finishes a lap a ghost will copy the best lap the player did.

            I use two scriptable object to store the data of the best lap and the actual lap.

            My problem is when I delete the data of the actual lap the data of the best lap is also deleted.

            In the GameManager if the player beats his own time then I do:

            GhostController.sharedInstance.bestLap.carPositions = GhostController.sharedInstance.actualLap.carPositions; GhostController.sharedInstance.bestLap.carRotations = GhostController.sharedInstance.actual.carRotations;

            And to clear the list of the actual data :

            ...

            ANSWER

            Answered 2022-Mar-17 at 13:25

            QUESTION

            Trying to create nested ScriptableObject: "AddAssetToSameFile failed because the other asset is not persistent"
            Asked 2022-Feb-24 at 14:54

            Goal: Create nested scriptable objects from the project view.

            Expected: When an instance of the container scriptable object is created from the project view, an instance of the child scriptable object is created and attached to the container asset. The container should also keep a reference of the child.

            Actual: When I try to attach the child to the container asset, it fails. I use the AssetDatabase.AddObjectToAsset but gives me the following error messages:

            • UnityException: Adding asset to object failed.
            • AddAssetToSameFile failed because the other asset is not persistent

            Observations: The container is created successfully. No child asset is created. The inspector shows a child reference as soon as the asset is created, but says Type mismatch when the name of the container is entered.

            The child object is not persistent. I do not know what persistent means in this context. I think this might be the reason I don't understand this problem.

            Following is the code of a simplified version of what I am trying to implement. The same error is reproduced.

            Container class

            ...

            ANSWER

            Answered 2022-Feb-24 at 14:54

            The issue is that until you entered the name the new created scriptableObject is not persistent yet. If you hit Escape then it is never created ;)

            What you can do is delay the child creation until the asset was actually created. In order to check this you can use AssetDatabase.Contains

            Note though: I would suggest to not only rely on Reset but additionally use OnValidate and Awake in order to also force the child to be set when someone changes it via the Inspector. In that case I would simply check if a child already exists within this asset in order to not recreate it.

            Also note: UnityEditor is completely stripped of in a build!

            => If this is meant to be used for runtime applications outside of the Unity Editor itself, make sure to wrap anything related to UnityEditor in pre-processor tags

            Source https://stackoverflow.com/questions/71250177

            QUESTION

            How to implement AppleScript support in a Swift MacOS app
            Asked 2022-Feb-17 at 21:20

            I'm making a Swift MacOS app which interacts with an external device via serial port. I can control the device through the app, but I want to be able to control it even within other apps using AppleScript (all I need is one simple method like tell application "App" to send "string"). I've searched numerous sources and couldn't find anything helpful.

            I have zero knowledge in Obj-C.

            Update:
            I've read through some other tutorials and kinda got the idea. Unfortunately, I still don't understand how to make one simple method like tell application "App" to send "string".
            E.g. Spotify Mac app has this string in its .sdef file:

            ...

            ANSWER

            Answered 2022-Feb-17 at 21:20

            So, I managed to do exactly what I wanted after 4 hours of tedious research.

            Here's all the code:
            Scriptable.sdef:

            Source https://stackoverflow.com/questions/71162546

            QUESTION

            How to assign GameObject to child for serialization
            Asked 2022-Feb-10 at 15:11

            I want to assign each item I create with a GameObject of some sort and then when I create a new object (called Item) it will have the assigned GameObject as a child.

            For that I have a class of a scriptable object which holds a public GameObject called "gameObj" within it:

            ...

            ANSWER

            Answered 2022-Feb-10 at 15:11

            You would probably mean

            Source https://stackoverflow.com/questions/71066854

            QUESTION

            When uploading new files to FTP server, how to prevent reupload of files that were deleted on the server meanwhile
            Asked 2022-Jan-28 at 07:02

            I need to automate the upload of some files from client PCs to a central server. We're building central statistics for an online gaming community, processing game replay files.

            • target is my own small VPS server running ubuntu
            • upload file size 2-3MB
            • 20-40 different clients running windows spread around the globe
            • I expect ~6GB of wanted data to be uploaded over the course of 7 weeks (a season in our game) and 5-10x that amount of "unwanted" data.

            The files are processed on the server, and then they're not required anymore, and ought to be deleted to not run out of disk space eventually. I also only need some of the files, but due to the files requiring very complex processing including decryption, so i can only determine that after the server processed it.

            My initial idea was to use a scriptable client such as WinSCP, and use some Windows scheduler entry to automate it. WinSCP documentation looks very nice. I am a bit hesitant because I see the following problems:

            • after deletion on the server, how to prevent re-upload ?
            • ease of setup to technical novices
            • reliability of the solution

            I was thinking maybe someone has done the same before and can give some advice.

            ...

            ANSWER

            Answered 2022-Jan-27 at 06:32

            There's article on WinSCP site that deals with all this:
            How do I transfer new/modified files only?

            For advanced logic, like yours, it uses PowerShell script with use of WinSCP .NET assembly.

            • Particularly, there is a section that you will be interested in: Remembering the last timestamp – It shows how to remember the timestamp of the last uploaded file, so that the next time you will transfer only newer files, even if the previously uploaded files are not on the server anymore.

              The example is for downloads with Session.GetFiles, but it will with small changes work for uploads with Session.PutFiles too.

            • It also points to another article: Remember already downloaded files so they are not downloaded again, which shows another method – To store names of already transferrer file to a file and use it the next time to decide, which files are new.

            Source https://stackoverflow.com/questions/70817444

            QUESTION

            Roblox Studio: Why does for loop not working on Roblox Studio?
            Asked 2022-Jan-27 at 10:44

            So I am making a CameraScript on roblox studio that when the player touches a robot, the camera focuses on the robot. But the for loop seems to not work though.

            The script in game.StarterPlayer.StarterPlayerScripts:

            ...

            ANSWER

            Answered 2022-Jan-27 at 10:44

            It doesn't print We're here loopin ur parts... so the loop isn't run.

            The only way to not run a generic for loop like

            Source https://stackoverflow.com/questions/70876851

            QUESTION

            SOLVED: ScriptableObject resetting Array of PropertyDrawer to Length of Zero
            Asked 2022-Jan-23 at 08:37

            Since i'm all out of ideas, i figured i'd post this here in case anyone knows why this is happening.

            I have a simple class called Behaviour that saves a string and a string-array. It looks like this:

            ...

            ANSWER

            Answered 2022-Jan-22 at 18:10

            Unity's Serializer indeed auto-initializes any fields of a serializable type such as a list or array or string etc! -> They will never be null, worst case they will be empty.

            If you simply want defau values for your fields you can simply assign them in your class itself, no drawer needed for this:

            Source https://stackoverflow.com/questions/70814437

            QUESTION

            Unity: adding custom function to Scriptable Object
            Asked 2022-Jan-02 at 05:10

            I want to add to my project CardSO - a scriptable object. I want to give it a name, points and for some cards a special behavior. how can I add a function to the SO field? for most of the cards, it can be empty (or just returning 0), I hoped I can write a function the takes List and return int. Any thoughts?

            My current code layout:

            ...

            ANSWER

            Answered 2021-Dec-21 at 14:01

            Well ... just implement it. If you need most cards without it why not have a base class and make the method virtual

            Source https://stackoverflow.com/questions/70436525

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

            Vulnerabilities

            No vulnerabilities reported

            Install scriptable

            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/kopischke/scriptable.git

          • CLI

            gh repo clone kopischke/scriptable

          • sshUrl

            git@github.com:kopischke/scriptable.git

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