YourTurn | The global platform where friends can challenge
kandi X-RAY | YourTurn Summary
kandi X-RAY | YourTurn Summary
YourTurn enables everyone to stay connected during the Corona crisis. In our app, people can create a challenge, invite their friends, find challenges in their neighborhood, and win prizes. Do you have it to show everyone you're the best in removing trash in the forest or to show a bike champion that you can do a wheelie while wearing a face mask? Furthermore, YourTurn users can create public and private challenges with or without prizes. Also, they can choose to donate a certain amount of the prize pool for social causes. We built a native App with React Native. In this way, we generated native Apps for Android, iOS, and the web. We connected our App to a FastAPI backend that is deployed on Amazon Web Services. To ease the hosting and deployment, we are running the backend inside a Docker container. The backend accesses data from a MongoDB that is also hosted on AWS.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of YourTurn
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Trending Discussions on YourTurn
QUESTION
Hello so i am making a game in java and it runs with no errors in my ide perfectly fine but when i build it and run it not in my ide it says Invalid or courrpt jar file. I will send the code in pastebin as it is really long but, if you know how to fix it the please tell me be cause i have been trouble shooting if for ages trying different ides building it but still no work.
...ANSWER
Answered 2021-Mar-27 at 17:17It could be because of missing or wrong MANIFEST.MF file. The contents of this file should be like:
QUESTION
I'm trying to receive messages in GameKit. The part of receiving the messages works well, but I can not figure out how to decode the data properly.
...ANSWER
Answered 2020-Mar-31 at 18:06I might try something like this:
QUESTION
I'm trying to get rid of my tslint error Type declaration of 'any' loses type-safety.
but I'm struggling to figure out what the correct type would be for the Event.
I'm working through the Lynda "Building and Deploying a Full-Stack React Application" while trying to convert it to Typescript.
Here are the specific lines that are causing the issue:
...ANSWER
Answered 2018-Jul-27 at 16:14You're probably out of luck without some hack-y workarounds
You could try
QUESTION
I created a version of the nim game, but it goes below zero. The way I have it set up the computer always takes the same amount as me, but if the count is at 4 and I take 3 out, it will be 1 for the computer's turn. Then the computer takes 3 out and it shows as -2. So how would I tell the program to always keep the count above or equal to zero? Also does anyone know how to make it so the computer doesn't always input the same amount as me?
Here is my code.
...ANSWER
Answered 2019-Nov-19 at 03:49You just need to change the number of stones the AI can get in its turn from random.randint(1, 3)
to random.randint(1, min(3, Stones))
so that it can't get any more stones than the number of remaining ones.
QUESTION
If I have a data-frame of 2000 and in which let say brand have 142 unique values and i want to count frequency of every unique value form 1 to 142.values should change dynamically.
...ANSWER
Answered 2019-Nov-14 at 09:42from collections import Counter
ll = [...your list of brands...]
c = Counter(ll)
# you can do whatever you want with your counted values
df = pd.DataFrame.from_dict(c, orient='index', columns=['counted'])
QUESTION
Python novice here trying to trouble shoot my game of nim code. Basically the code removes stones 1, 2 or 3 stones until their is none left. I'm trying to prevent the user and AI from going into the negatives (if their is one stone left the AI/the user shouldn't be able remove two or three stones.) Here is my code so far:
...ANSWER
Answered 2019-Nov-04 at 16:31import random
stonesLeft = random.randint(15, 30)
stonesToRemove = 0
userTurn = True
print("This is a game where players take turns taking stones from a pile of stones. The player who takes the last stone loses. The current stone count is: ", stonesLeft)
while stonesLeft > 0:
while userTurn == True and stonesLeft > 0:
stonesToRemove = int(input("How many stones do you want to remove?"))
if stonesToRemove > 3:
print( "You can't remove more than three stones at a time!
The current stone count is: " + str(stonesLeft) )
elif stonesLeft - stonesToRemove < 0:
print("There aren't that many stones left!") #Give user error!
else:
stonesLeft -= stonesToRemove
print( "You removed " + str(stonesToRemove) +
" stone(s)! The current stone count is: " + str(stonesLeft) )
userTurn = False
while userTurn == False and stonesLeft > 0:
aiRemoves = random.randint( 1, min(3, stonesLeft) ) #Take smaller value between 3 and the stones that are left
stonesLeft -= aiRemoves
print( "The A.I. removed " + str(aiRemoves) +
" stone(s)! The current stone count is: " + str(stonesLeft) )
userTurn = True
if userTurn == True:
print("The A.I took the last stone, it lost. You won the game!")
else:
print("You took the last stone, you lost. The A.I. won the game!")
QUESTION
New to rxSwift and trying to learn a somewhat simple function. When .timeout
is used on an observable sequence it will return an error message Unhandled error happened: Sequence timeout.
if one of the observables in the sequence didn't emit an event.
This is my attempt at handling an observable no longer receiving events, if there is a better way to achieve this please suggest it!
How can I fire off an alert if the .timeout
operator returns an error message.
.timeout
information:
Summary
Applies a timeout policy for each element in the observable sequence. If the next element isn’t received within the specified timeout duration starting from its predecessor, a TimeoutError is propagated to the observer. Declaration
dueTime
Maximum duration between values before a timeout occurs.
scheduler
Scheduler to run the timeout timer on.
Returns
An observable sequence with a RxError.timeout in case of a timeout.
Code :
...ANSWER
Answered 2019-Oct-14 at 16:35To make a UIAlert
First, make an alertController.
QUESTION
Together with some friends, I've tried to create a turnbased game. We have some issues regarding checking for when a user has their turn, while also keeping the GUI responsive, and also closing the thread we're using now when the game is closed. I wish to get some information on how to do this, but I'm not sure whether the problem is JavaFX-related, thread-related or both.
I've tried to search as much as I can, but simply couldn't find exactly what I'm looking for, even though I believe it is quite simple. Right now, we have a thread running a loop when you click a button to check whether or not it is your turn. When it isn't your turn, we wish to disable some user input, so I'm not sure if we actually need a thread, other than to keep the responsiveness.
I've also tried implementing a class extending Thread, but this only seemed to make the problems worse by either starting a new thread each time it wasn't the players turn, or freezing the GUI if I put the loop outside of the thread.
...ANSWER
Answered 2019-Apr-03 at 15:23First, it is important to remember that it is not permitted to alter JavaFX nodes in any thread other than the JavaFX application thread. So, your thread would need to move these lines:
QUESTION
ANSWER
Answered 2018-Nov-27 at 00:45Remember that no all devices have the same Width and Height. I recommend you to use Dimensions component from react-native to have your design a bit more responsive. I made an Expo Snack for you click here for see it in action
QUESTION
I'm trying out some code for an idea I had recently. But right now I'm stuck on trying to find a good way to add a delay. I've been trying to use coroutine, and I get a delay, but the method called after that gets called way too many times (I only want it to be called once)
...ANSWER
Answered 2018-Nov-05 at 21:08That's because you're creating a Wait
Coroutine
on every Update
call between the player's end and the enemy's turn. You need a way to only create it once per player turn end.
One way is adding a flag that you set when you create the Wait
Coroutine
and then unset it when the enemy's turn is done:
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