touchy | touchy可以在一个普通网页上启用几个小功能,便于你在投影仪上演示。
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kandi X-RAY | touchy Summary
touchy可以在一个普通网页上启用几个小功能,便于你在投影仪上演示。
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QUESTION
I am learning HTML canvas and choose to make Tetris game as the first project I have completed the game by watching a few tutorials. But want to make it better by adding a live preview where the Tetromino land on the page can anyone help how can I do that? By preview I mean How can I show the player where the piece land on gameArea.
The Html File:
...ANSWER
Answered 2021-May-15 at 13:11It is funny to answer my own question but, I found my answer in my dreams so let me put it here so if anyone wants to know the answer get helped Because,
That's what the community do.
so let's not waste any more time.
check how the game looks after the edit
SO first I created a new prototype function called shadow then check for where the tetromino collides using a for-loop return the for loop instance(where the Tetromino collides) minus 1. because we want to draw the shadow 1 step before the collision like this
QUESTION
i am trying to develop an android application in python that fills the area which is touched (exactly like the fill color tool in ms paint, which fills the closed area with color, or if not closed the color spreads everywhere).Given the xy position of touch, how can i fill the transparent area of a RGBA image using PIL or cv2, then save it? given below is the pseudo code:
...ANSWER
Answered 2021-May-13 at 00:10cv2
has cv2.floodFill()
It will get color in start_point
and search the same color in neighborhood and replace with color
QUESTION
From MainActivity I'm passing an intent to startService. That service is successfully started.
On that service, there is a small rectangle of text ("hello, world") that is originally initialized in an XML layout. In the service code reproduced below, I'm first changing that textView01 text to instead be a string that expresses the date and time. That too is successful (i.e., the user never sees "hello, world" onscreen as the service is started, only the date and time string).
In the same code immediately below that, I update that date and time delayed by 3 seconds. Successful (I'm look at the string change in real time onscreen).
My problem: I can't get it to keep repeating that update. I've tried every loop and delay and wait and sleep and everything else that I've researched and can think of, all to no avail. It currently just stops after having updated--once--after 3 seconds.
Thank you for any help that you can provide.
...ANSWER
Answered 2020-Dec-06 at 19:35Just repost your update to the Handler
, like this:
QUESTION
I'm trying to use activeMQ with an NMS (C#) consumer to get messages, do some processing and then send the contents to a webserivce via HttpClient.PostAsync(), all running within a windows service (via Topshelf).
The downstream system I'm communicating with is extremely touchy and I'm using individual acknowledgement so that I can check the response and act accordingly by acknowledging or triggering a custom retry (i.e. not session.recover).
Since the downstream system is unreliable, I've been trying a few different ways to reduce the throughput of my consumer. I thought I'd be able to accomplish this by converting to be synchronous and using prefetch, but it doesn't appear to have worked.
My understanding is that with an async consumer the prefetch 'limit' will never be hit but using synchronous method the prefetch queue will only be eaten away as messages are acknowledged, meaning that I can tune my listener to pass messages at a rate which the downstream component can handle.
With a queue loaded with 100 messages, and kick off my code using a listener (i.e. asynchronously) then I can successfully log that 100 msgs have been through. When I change it to use consumer.Receive() (or ReceiveNoWait) then I never get a message.
Here is a snippet of what I'm trying for the synchronous consumer, with the async option included but commented out:
...ANSWER
Answered 2020-Sep-22 at 13:15I believe you need to call Start()
on your connection
, e.g.:
QUESTION
I am working on a paint tool for android and have attempted to implement a 'fill with color' tool. Where a user is able to fill a particular area with color depending on what they have selected. I have found examples of Flood Fill for Java but cant see anything similar for Kotlin.
I have tried the following - https://developer.android.com/reference/kotlin/android/graphics/Path.FillType
But have not had too much luck since it instead uses the surrounding colour and not what colour the user has selected.
EDIT:
A snippet of the code I am working with:
...ANSWER
Answered 2020-Sep-19 at 18:24This is kind of a complicated subject - if you want to draw a Path
with a particular fill and colour, you need to create a Paint
and use setColor
(and setStyle
to make it Paint.Style.FILL
.
But Path
s are for vector graphics, they're all defined lines and curves. Unless you're creating the shapes that the user can fill in as paths in the first place, you'll have trouble defining one to fit an arbitrary area.
I'm guessing you're actually using bitmaps, like a normal paint program, and you want to tap on a pixel and have that change colour, and also recursively change the colour of surrounding pixels if they meet a certain threshold. So you'll have to get the Canvas
's Bitmap
, and work out how to move through the pixels, changing them as you go (e.g. with Bitmap.setPixel()
)
There are a lot of algorithms for doing this, you'll just need to pick one and implement it. You probably don't want to use Path
s to do it though!
QUESTION
i'm trying to add an image inside other using canvas where the touch event gets fired. The Blueprint is inside of a DialogFragment and loaded by a canvas, the code i have works but the coordinates are wrong and i don't know why.
Loading the blueprint inside canvas:
...ANSWER
Answered 2020-Aug-03 at 20:22I resolve it suming the same coordinate from motionEvent.getX() and motionEvent.getY() to the canvas.drawBitmap function and minus the height and width of marker. Also when using the MotionEvent.ACTION_UP to set the bitmap resolves the scroll problem too. Here is the final code of touch listener:
QUESTION
I'm a beginner in Unity and I'm making a top down dungeon crawler with on rail movement, like a chess board with custom tile design. Swiping horizontally spins the player fixed 90 degrees clockwise or counterclockwise depending if the swipe was to the right or to the left, and swiping up moves foward to the tile in front of the player, the dungeon is a graph and the tiles are nodes.
The problem is, it's important that the camera spins along with the player, so I placed the camera as a child of the player object and it spinned as I predicted, but then I realized the axis for the touch input changed as if I had spinned my smart phone 90 degrees, the axis are tied to the camera.
I use Camera.main.ScreenToWorldPoint
to get the first and last points of a swipe.
I am using the variation of x
and y
from touch and release spots relative to the screen if Input.GetTouch(0).phase
is TouchPhase.Ended
:
ANSWER
Answered 2020-Jul-12 at 23:50You want to get the position of touch relative to the camera. Use ScreenToViewportPoint
instead of ScreenToWorldPoint
. You'll probably need to use a smaller threshold, because it's expressed in terms of viewport coverage rather than world units.
QUESTION
I am using react-native-gesture-handler with react-native-reanimated. When movement is finished, I am trying to update some values which is not working. Here is the code:
...ANSWER
Answered 2020-Jun-24 at 16:47This is because onGestureEvent
doesn't fire when the state ends. What you're looking for is onHandlerStateChange
. This is copy-pasted from a component I written a while ago.
QUESTION
How can I extend the drawing area when it reached the end and there is an issue in clear function when the user clears the screen using clearCanvas()
and gets pressed undo()
button then the paint color
and stroke-width
behavior changed. how can I fix it? And now I want to support pdf file in drawing area also for draw over it.
Below is my custom view code and screenshot:
...ANSWER
Answered 2020-Apr-07 at 13:30There is a fix for your current code issue:
QUESTION
Goal: to take the user input and output a semi randomized workout.
Issue: I've gotten the rep workout to output, the loops and everything that randomize the actual workouts can't be seen by the action handler. I can get the actual workouts to output in the console line, but not in the GUI.
I've tried just about everything from redoing the code, to moving the code around. I just need the val variable visible to the actionhandler for when the user clicks the randomize button.
I have separated the code out so that it is easier to read. The first part is the GUI and the selection stuff. The second set of code is what does the randomizing in, for example, chestDay. The code also seems to get very touchy when I move the second code snippet around.
I could really use any and all advice, I have a few days remaining to fix this problem.
The variable that I need to be seen in both snippets is the 'val' variable.
...ANSWER
Answered 2019-Dec-14 at 12:53Your printArray()
method creates new Text
nodes but never adds them to the scene graph. Only the last string is set, and none are seen. Instead, you can create a string containing a randomized list of exercises focused on a particular muscle group; the resulting string can then be added to the exisitng Text
. In the variation below,
The method
randomExercises()
invokesCollections.shuffle()
to randomize the list and choose a suitablesubList()
. The button handler can then invokeselectMuscles()
and add the relevantmuscleChoice
to thetext
.
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