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QUESTION
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. Ongo get...
, the compilation error is printed, but use of the inner modules still works fine. - Added an
init()
function in the samenoCompile.go
file, which just callspanic()
. 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 03:13Any 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.
QUESTION
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 17:23Unfortunately 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
QUESTION
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 09:30Try
node -v
to see whether you've installed node. I think your node not works.nvm
is the environment managment for node. If you are usingnvm
, you shouldbrew install nvm
, and usenvm install version-of-node-you-want-to-install
to install node, and usenvm use the-version
to let node works.Whole install chain is:
brew install nvm
, to installnvm
, which is environment/version management for node.nvm install 10.3.0
, to installnode
andnpm
npm install -g yarn
, to installyarn
use
node -v
,npm -v
,nvm -v
,yarn -v
to check if they all works.
QUESTION
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:
- Create initial triangulation using the four corners of the wall.
- 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.
- Draw new triangulation on the wall as a texture to visualise what's happening.
- 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:
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 20:21Great 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.
QUESTION
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)
.
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 10:25The fs.read has position parameter.
QUESTION
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 21:32First 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:
QUESTION
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 09:38Solution has been found. It was a path problem with mac slave. needed to add environment variable in Jenkins: PATH + LOCAL_BIN
---- /usr/local/bin
QUESTION
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.
QUESTION
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 18:44Just changed this line
QUESTION
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
:
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