v0.x | js documentation for versions | Runtime Evironment library

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kandi X-RAY | v0.x Summary

kandi X-RAY | v0.x Summary

v0.x is a JavaScript library typically used in Server, Runtime Evironment, Nodejs, Next.js applications. v0.x has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Ractive.js documentation for versions 0.3.x, 0.4.x, 0.5.x, 0.6.x, 0.7.x and 0.8.x
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            kandi-support Support

              v0.x has a low active ecosystem.
              It has 29 star(s) with 76 fork(s). There are 12 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 11 open issues and 111 have been closed. On average issues are closed in 731 days. There are 10 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of v0.x is current.

            kandi-Quality Quality

              v0.x has 0 bugs and 0 code smells.

            kandi-Security Security

              v0.x has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              v0.x code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              v0.x does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              v0.x 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.
              v0.x saves you 653 person hours of effort in developing the same functionality from scratch.
              It has 1516 lines of code, 0 functions and 60 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of v0.x
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            v0.x Key Features

            No Key Features are available at this moment for v0.x.

            v0.x Examples and Code Snippets

            No Code Snippets are available at this moment for v0.x.

            Community Discussions

            QUESTION

            Is it possible to dis-allow import of module (mono-repo), having multiple independent modules?
            Asked 2021-Feb-23 at 03:13

            What I essentially have is a mono-repo, which doesn't have a go.mod at the root level. There are multiple directories inside this mono-repo, with each of them having their own go.mod files. I'll refer to them as sub-modules.

            Now, I've figured out a way to be able to access the sub-modules independently (versioned) in a completely different codebase. The issue I'm facing now is, to dis-allow the import of the entire mono-repo, using:

            go get link.to/mono-repo@commit_id ------> A

            and only allow import using :

            go get link.to/mono-repo/sub_mod1@v0.x.y

            go get link.to/mono-repo/sub_mod2@v0.y.z

            The command A is able to fetch the entire repo, and then can be used to access the inner modules. Is there any way to stop this from being allowed?

            I tried a few things, like:

            • Added non-compilable code in a file noCompile.go at the root level. On go get..., the compilation error is printed, but use of the inner modules still works fine.
            • Added an init() function in the same noCompile.go file, which just calls panic(). This init function is not being executed, as the root directory is never directly accessed, only the inner modules are.

            Is there ANY way to achieve what I'm intending to?

            ...

            ANSWER

            Answered 2021-Feb-23 at 03:13

            Any directory that contains its own go.mod file is excluded from the module in the parent directory. So if you go get link.to/mono-repo@commit_id, that should not contain the packages link.to/mono-repo/sub_mod1 or link.to/mono-repo/sub_mod2 (assuming that they exist and have their own go.mod files).

            I suspect that you were observing imports like import "link.to/mono-repo/sub_mod2/some/package/here" to resolve not because of that initial go get, but rather because the go command was resolving the missing imports (and adding the missing dependencies) automatically; see https://golang.org/ref/mod#go-mod-file-updates.

            As of Go 1.16 (released today!), most go commands no longer implicitly modify the go.mod file, so the fact that the module at the repo root does not include the contents of nested modules should hopefully be clearer.

            Source https://stackoverflow.com/questions/66221033

            QUESTION

            NodeJS getaddrinfo ENOTFOUND uncaught
            Asked 2020-Oct-13 at 16:14

            In my NodeJS server, run by PM2, I authenticate my users with a LAPD service using npm module "ldap-authentication".

            ...

            ANSWER

            Answered 2020-Oct-09 at 17:23

            Unfortunately this seems to be bug in the underlying ldapjs library. The ENOTFOUND needs to be handled in the Socket.on('error') however this is not set up until after the call to Socket.connect() so it is not available when the DNS error occurs.

            You can see the code here https://github.com/ldapjs/node-ldapjs/blob/master/lib/client/client.js#L827

            Source https://stackoverflow.com/questions/64283656

            QUESTION

            env: node: No such file or directory
            Asked 2020-May-28 at 16:26

            env: node: No such file or directory

            I checked if my directory for node wasn't wrong and it's fine.

            I tried these following answers already: 1. https://github.com/nodejs/node-v0.x-archive/issues/3911 2. https://github.com/creationix/nvm/issues/1702 3. browserify error /usr/bin/env: node: No such file or directory

            ...

            ANSWER

            Answered 2018-Aug-15 at 09:30
            • Trynode -v to see whether you've installed node. I think your node not works.

            • nvm is the environment managment for node. If you are using nvm, you should brew install nvm, and use nvm install version-of-node-you-want-to-install to install node, and use nvm use the-version to let node works.

            • Whole install chain is:

              • brew install nvm, to install nvm, which is environment/version management for node.

              • nvm install 10.3.0, to install node and npm

              • npm install -g yarn, to install yarn

              • use node -v, npm -v, nvm -v, yarn -v to check if they all works.

            Source https://stackoverflow.com/questions/50652989

            QUESTION

            Triangle.NET - How to add vertex to existing triangulation?
            Asked 2020-Feb-24 at 20:29

            I've looked through what seems like every question and resource there is for Triangle.NET trying to find an answer to how to insert a vertex into an existing triangulation. The closest I've gotten was in the discussion archives for Traingle.Net where someone asked a similar question (discussion id 632458) but unfortunately, the answer was not what I was looking for.

            My goal here is to make a destructible wall in Unity where, when the player shoots the wall, it will create a hole in the wall (like in Rainbow Six Siege).

            Here's what I did for my original implementation:

            1. Create initial triangulation using the four corners of the wall.
            2. When the player shoots, perform a raycast, if the raycast intersects with the wall then add the point of intersection to the polygon variable and re-triangulate the entire mesh using that variable.
            3. Draw new triangulation on the wall as a texture to visualise what's happening.
            4. Repeat.

            As you can see, step 2 is the problem.

            Because I re-triangulate the entire mesh every time the player hits the wall, the more times the player hits the wall the slower the triangulation gets as the number of vertices rises. This could be fine I guess, but I want destructible walls to play a major role in my game so this is not acceptable.

            So, digging through the Triangle.Net source code, I find an internal method called InsertVertex. The summary for this method states:

            Insert a vertex into a Delaunay triangulation, performing flips as necessary to maintain the Delaunay property.

            This would mean I wouldn't have to re-triangulate every time the player shoots!

            So I get to implementing this method, and...it doesn't work. I get an error like the one below:

            NullReferenceException: Object reference not set to an instance of an object TriangleNet.TriangleLocator.PreciseLocate (TriangleNet.Geometry.Point searchpoint, TriangleNet.Topology.Otri& searchtri, System.Boolean stopatsubsegment) (at Assets/Triangle.NET/TriangleLocator.cs:146)

            I have been stuck on this problem for days and I cannot solve it for the life of me! If anyone who is knowledgeable enough with the Triangle.NET library would be willing to help me I would be so grateful! Along with that, if there is a better alternative to either the implementation or library I'm using (for my purpose which I outlined above) that would also be awesome!

            Currently, how I've set up the scene is really simple, I just have a quad which I scaled up and added the script below to it as a component. I then linked that component to a shoot raycast script attached to the Main Camera:

            How the scene is setup.

            What it looks like in Play Mode.

            The exact Triangle.Net repo I cloned is this one.

            My code is posted below:

            ...

            ANSWER

            Answered 2020-Feb-24 at 20:21

            Great news! I've managed to fix the issue. InsertVertex() doesn't actually add the new vertex to the list of vertices! So this means that when it tried to triangulate, it was trying to point to the new vertex but it couldn't (because that vertex wasn't in the list). So, to solve this, I just manually add my new vertex to the list of vertices in the mesh, before calling InsertVertex(). Note: When you do this, you also need to manually set the vertex's id. I set the id to the size of the list of vertices because I was adding all new vertices to the end of the list.

            Source https://stackoverflow.com/questions/60312880

            QUESTION

            How to get current offset of stream or file descriptor?
            Asked 2020-Feb-15 at 11:01

            In Node.js, is there any way of getting the current offset of a file descriptor or stream? Presently, it is possible to set the offset of a file descriptor, but there seems to be no way to get it.

            In C, getting the offset of a file stream is done via ftell, and a file descriptor via lseek(fd, 0, SEEK_CUR).

            Example

            If a Node.js program needs to check whether there is prior data in a file after opening it in append mode, a call to ftell would help in this case. This can be done in C as follows:

            ...

            ANSWER

            Answered 2020-Feb-15 at 10:25

            The fs.read has position parameter.

            Source https://stackoverflow.com/questions/60237517

            QUESTION

            Is my Ray-Triangle Intersection code correct?
            Asked 2020-Jan-25 at 21:32

            I'm asking here if anyone can check if my Ray-Triangle intersection code is correct or do I have some mistake in it since it doesn't seem to work as expected.

            Vector3f:

            ...

            ANSWER

            Answered 2020-Jan-25 at 21:32

            First of all I recommend to rename InnerProduct to DotProduct (See Dot product).

            You have a plane defined by 3 points v0, v1 and v2 and a ray defined by a point p and a direction d.
            In pseudo code, the intersection point of the plan and the ray is:

            Source https://stackoverflow.com/questions/59912638

            QUESTION

            env: node: No such file or directory (using jenkings, windows machine, node and a remote web interface)
            Asked 2019-Dec-13 at 14:25

            Lately I am doing an ios build where I remotely launch a mac slave, using a remote web interface through my IP address.

            I already tried uninstalling node / npm and reinstalling it, but it still gets the same error after I install cordova.

            I also checked if my directory for node wasn't wrong and it's fine:

            I also already tried the solution of putting set +e at the top of my shell script, but after that it still doesn't work.

            I am already trying to figure this problem out for 5 days and it still isn't solved, so I hope you guys can try to help me out further in this situation.

            This error takes place when the ios build starts.

            ...

            ANSWER

            Answered 2017-May-04 at 09:38

            Solution has been found. It was a path problem with mac slave. needed to add environment variable in Jenkins: PATH + LOCAL_BIN ---- /usr/local/bin

            Source https://stackoverflow.com/questions/43495229

            QUESTION

            GCC SSE Handwritten vs. Generated
            Asked 2019-Dec-03 at 03:41

            I am messing around with SIMD optimization and wrote a 3 very simple vector classes with addition implemented in 2 different ways, one handwritten component wise and one using _mm_add_ps https://godbolt.org/z/fPAERV. Interestingly GCC was not able ( or I didn't tell it properly x) ) to implement the addition for vector2 using SSE, only after explicity adding a fourth float to the vector ( like in vector3 ) gcc generates the addition using SEE instructions even though I aligned the vector on a 16 byte boundary. Can anyone tell me why?

            ...

            ANSWER

            Answered 2019-Dec-03 at 03:41

            "inventing writes" is usually disallowed, and can create nasty compiler bugs. (Because of thread safety, e.g. stepping on writes from another thread).

            Even though it's part of a union object, GCC internals probably treat that last element as separate and aren't willing to write it with "garbage". So yes, this is a missed optimization that you'll have to work around manually.

            In general SIMD vectors are not well suited to holding 3D geometry vectors. Ideally you can structure your data so you can have a __m128 x of four x coordinates, and another __m128 y of four y coordinates, etc. Then you can do 4 vector additions in 3 addps instructions. Even better, doing 4 vector lengths or other operations that use x, y, and z from the same vector together doesn't involve any shuffling.

            See https://stackoverflow.com/tags/sse/info for links, especially Slides: SIMD at Insomniac Games (GDC 2015) which goes into more detail about using SIMD efficiently, among other things.

            But sure, if you've already done that for the cases where you can lay out your data differently, there might still be other cases where you only have a couple individual vectors and need "float3" layouts, and can still use SIMD to speed that up some, too.

            Source https://stackoverflow.com/questions/59142599

            QUESTION

            Error: spawn npm ENOENT
            Asked 2019-Oct-07 at 08:44

            I have an JS app. It works good on linux but in windows 10 I am getting an error.

            ...

            ANSWER

            Answered 2017-Apr-07 at 18:44

            Just changed this line

            Source https://stackoverflow.com/questions/43230346

            QUESTION

            How to generate a torus knot?
            Asked 2019-Jan-26 at 22:04

            Let me start the question by providing some boilerplate code we'll use to play around:

            mcve_framework.py

            ...

            ANSWER

            Answered 2019-Jan-14 at 21:31

            ... first of all, I'd like to know what's wrong in my above code so I'm not getting a simple torus ...

            The function sample just has to generate a point on a circle with radius r:

            Source https://stackoverflow.com/questions/54180064

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

            Vulnerabilities

            No vulnerabilities reported

            Install v0.x

            You can download it from GitHub.

            Support

            If you see something wrong, out of date, or missing from this documentation, please [raise an issue on GitHub](https://github.com/RactiveJS/docs.ractivejs.org/issues) or - even better - submit a pull request. Your fellow Ractive users will thank you!. In lieu of formal contribution guidelines, take care to follow the existing structure and conventions. Send pull requests to the master branch, not gh-pages (which is a snapshot of the build folder in master).
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