player | html5版本音乐播放器,支持iOS设备 | Media Player library
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kandi X-RAY | player Summary
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player Examples and Code Snippets
youtube-dl -o - "https://www.youtube.com/watch?v=BaW_jenozKcj" | vlc -
def hand_name(self) -> str:
"""
Return the name of the hand in the following format:
'hand name, high card'
Here are some examples:
>>> PokerHand("KS AS TS QS JS").hand_name()
'Royal flush'
public void simulateRandomPlay(Node promisingNode) {
Random rand = new Random();
Node tempNode = promisingNode;
boolean isPlayerWinner;
// The following line randomly determines whether the simulated play is a win or
@Override
public String toString() {
var builder = new StringBuilder();
if (name != null) {
builder.append("Player: ").append(name).append('\n');
}
if (type != null) {
builder.append("Character type: ").append(type.name
Community Discussions
Trending Discussions on player
QUESTION
I sort of need help here, honestly not sure where I went wrong, here is the full code. I am sort of new, just trying to bring back the mention user and the reason back in a message instead of doing anything with this information.
...ANSWER
Answered 2021-Jun-15 at 17:58Why are you calling client in a command file if you already started a new instance of a client in your root file? try removing client from the top of the code. Hope that works
QUESTION
I am using Formik for a bunch of admin console forms that I have in my application. So far I did not have this use case.
My Formik forms use one of 2 custom components, either a Myinputtext(input box) or a MySelect(drop down). I dont have a need for any other components so far. Here is how my Myselect component looks like.
...ANSWER
Answered 2021-Jun-15 at 15:19You need to map your array and render options inside your select like this:
QUESTION
Here is my underdeveloped pygame ping-pong game, but my sprites(player&opponent) ain't moving, on giving a keyboard input. And when I quit the program, it yells an error pygame.error: video system not initialized
. My pygame is the latest 1.9.6 version with all the files up-to-daee. However, I am certain that pygame.display
is generating this error, but I even tried pygame.display.init()
and that too didn't worked :(
ANSWER
Answered 2021-Jun-15 at 14:57Here, you have two different problems :
First the movement is not working because to differentiate the keys, you use event.type
to compare where it should be event.key
. Try with for example :
QUESTION
I've been using the YouTube IFrame API to shuffle multiple of my playlists together. I've got a very bare-bones HTML page with a 'next' and 'previous' button, and a bunch of javascript that loads up and plays videos and handles the button events.
The general order of events when the script loads is
...ANSWER
Answered 2021-Jun-15 at 13:19This issue appears to have resolved itself. I suspect it was a bug in the iframe api or maybe the youtube backend which has been fixed by the youtube engineers. So iframe team, if you see this, thanks!
QUESTION
I'm working on a system in Core to save the transforms of furniture, specifically position and rotation, which are both Vector3's. I have these in player storage, so at some point to save all the player's furniture, I think I will end up maxing out player storage. So I'm converting all the Vector3's to strings, with a modified version of a Roblox script that I found:
...ANSWER
Answered 2021-Mar-03 at 03:23Most likely the Vector3 format is more efficient than a string conversion for storage. Each number in the Vector3 requires 4 bytes to be stored because each number is a 16-bit float. By converting the Vector3 values to strings, additional bytes are required (each digit you add requires one byte since a character requires one byte). If you need to store a Vector3 as a string I would suggest using the method below.
For anyone who would like to learn how computers can store such a wide range of numbers in only four bytes, I would highly recommend researching the IEEE 754 format.
Video that explains the IEEE754 Format
You can use the string.pack and string.unpack functions to convert floats to byte arrays which can be sent as strings. This method will only require 12 bytes (12 characters) in total when sending data and has around 5 to 6 decimals points of precision. While this method may only save a few bytes it will allow you to send/save far more precise numbers/positions.
QUESTION
I am using Angular 11 with Angular Youtube Component, but i just don't figure it out how to autoplay it on showing the player without playing it manually Please Can anyone help me?
...ANSWER
Answered 2021-Jun-15 at 07:56I have checked an example again and it works. The one reason that it doesn't work it's startSeconds
property. Somehow, when we add this property it stops to autoplay the video. But without it, it works well.
QUESTION
I am trying to check if a player has 2 Bloxy Colas in their backpack and if there is 2 destroy the other one
I tried this code in a script but it didn't work
...ANSWER
Answered 2021-Jun-15 at 06:09The duplicate not being removed. Nothing prints
You print something in both branches of your conditional statement. If there is nothing printed that means the loop does not run a single time. That means that player.Backpack:GetChildren()
returns an empty table.
As Instance:GetChildren()
will always return a table, seeing an empty table means that Backpack
does not have any children.
QUESTION
i found this unfinished file in my files and now i need to finish it, only problem is idk really how do i detect collision with the bullet and the player thing and/or the bullet and the enemy thing, when the bullets collide with the enemy it still dies, i just don't remember how.
here's the code ig help thanks
...ANSWER
Answered 2021-Jun-15 at 02:18Collision detection depends on your needs.
- Bounding boxes are simple and can detect if the x, y edges of each object are not within one another. This is fine for fast moving games and things where you don't necessarily require point precision.
- Distance vectors are also simple and perfect solution for circle collisions. They calculate the difference in distance between two objects according to a radius prescribed with the hypotenuse of distX^2 + distY^2.
- Compound bounding objects are harder to calculate, especially for concave areas on objects of arbitrary shape. There are too many notable and novel approaches to collision detection beyond these to remark on here.
They're also increasingly complex depending on things like variability (if they're deformable objects, if they have particle seams, etc and 2d vs 3d object collision can be vastly different worlds as well. There are tons of articles, but I'll post one with implementation here
QUESTION
Alright, so I'm making a game in Unity, and I tried to spawn in enemies randomly around a player. To control the rate of the spawning, I created a private bool spawnCooldown
variable. Then, there was an if {}
statement which controlled the rate of spawning. The original code is below:
ANSWER
Answered 2021-Jun-14 at 04:40You need to add the seconds of cooldown you want on the spawner when you declare it too, E.G spawnCooldown = Time.time + coolDownPeriodInSeconds;
You also need to set spawnCooldown
to be a float, which stores numbers.
Currently you have stored it as a bool
, which only stores true
or false
values, and therefore cannot be compared to Time.time further in the code.
Lastly you are missing the closing }
character in the if
block
What is happening currently is you are doing the following:
- Setting spawn Cooldown to be the current Time
- For every frame after that, checking if the new current time is greater than the old time you set as
spawnCooldown
. Since it always is, the code will then run through the spawn script.
If you change it to
QUESTION
I have found the code for an OObject
that serves me as a basic audio player (with a slider)
Works fine , however i can use it so far in the ContentView
like this :
ANSWER
Answered 2021-Jun-14 at 19:54In a non-SwiftUI situation, I'd normally recommend making player
an optional and loading it later, but, as you've probably discovered, you can't make an @ObservedObject
or @StateObject
optional.
I'd recommend refactoring AudioPlayerAV
so that it does the important work in a different function than init
. That way, you're free to load the content at whatever point you want.
For example:
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