gizmo | extendable platform for building reusable front | User Interface library

 by   tkambler JavaScript Version: Current License: No License

kandi X-RAY | gizmo Summary

kandi X-RAY | gizmo Summary

gizmo is a JavaScript library typically used in User Interface, Bootstrap, jQuery applications. gizmo has no bugs and it has low support. However gizmo has 1 vulnerabilities. You can download it from GitHub.

"It's like jQuery UI's 'Widget' factory - but without the jQuery.". GizmoJS is a simple, but extendable platform for building reusable front-end components. It is similar to jQuery UI's Widget factory - but without the reliance on jQuery, and with an emphasis on creating components as extendable "classes" as opposed to jQuery plugins.
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            kandi-support Support

              gizmo has a low active ecosystem.
              It has 110 star(s) with 5 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              gizmo has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gizmo is current.

            kandi-Quality Quality

              gizmo has 0 bugs and 0 code smells.

            kandi-Security Security

              gizmo has 1 vulnerability issues reported (0 critical, 0 high, 1 medium, 0 low).
              gizmo code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              gizmo 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

              gizmo 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.
              gizmo saves you 22 person hours of effort in developing the same functionality from scratch.
              It has 60 lines of code, 0 functions and 26 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            gizmo Key Features

            No Key Features are available at this moment for gizmo.

            gizmo Examples and Code Snippets

            No Code Snippets are available at this moment for gizmo.

            Community Discussions

            QUESTION

            Unity ML Agents Ray Perception Sensor 2D not showing collisions
            Asked 2021-May-24 at 13:49

            I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.

            I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.

            The sensors are casting rays, but like you see in the image, they are not colliding.

            The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin

            I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.

            I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
            So, what am I doing wrong?

            ...

            ANSWER

            Answered 2021-May-24 at 13:49

            After a lot more investigation i figured out the problem myself:

            The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.

            Ray Layer Mask

            Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).

            After i created more layers and assigned my targets to these layers, everything starts working as intended.

            Working Result

            Maybe this answer will help someone, having similar issues.

            Source https://stackoverflow.com/questions/67643885

            QUESTION

            How to slow down onDrawGizmos
            Asked 2021-May-09 at 12:27

            I am new to C#/Unity and looking for a way to slow down onDrawGizmos. Currently everything works great.

            ...

            ANSWER

            Answered 2021-May-09 at 12:27

            Might not be the best solution, but you can use a counter to execute the code conditionally, like this:

            Source https://stackoverflow.com/questions/67455430

            QUESTION

            Update a csv with dict values in a loop without keys
            Asked 2021-Apr-18 at 18:39

            I can make a csv with from a dict ok using csv.Dictwriter but cannot figure out how to make a function to append a new dicts values to the csv file and ensuring that a value is added to the correct column of the csv to preserve the link between key and value.

            [Added to clarify why I need this in a loop] In the code im writing I need to write headers to a csv and then I have a measuring loop, in the loop I receive a dict of all the measurement results and want to write this to the csv file - then the dict will be rewritten with new values when the next iteration of the loop happens - I just dent know how to code something that simulates that without the dict of dicts I went with.

            Code

            ...

            ANSWER

            Answered 2021-Apr-18 at 15:12

            You don't want to repeatly open and close the .csv file. Especially if you open in w mode, the old content will be gone. Just open once:

            Source https://stackoverflow.com/questions/67149892

            QUESTION

            req object with express causes UnhandledPromiseRejectionWarning
            Asked 2021-Apr-16 at 22:22

            I have adapted the below code from Google's Datastore tutorial. I'm vaguely aware of Promises, and I'm using await where I can figure out to do so. I've used the req object with express as below without incident, but it seems to be empty here.

            It causes this error:

            ...

            ANSWER

            Answered 2021-Apr-16 at 22:22

            Per @hoangdv, add app.use(express.urlencoded()) somewhere. Rather node-ish not have it as the default if you ask me.

            Source https://stackoverflow.com/questions/67119592

            QUESTION

            grid is missing in Unity
            Asked 2021-Apr-15 at 00:48

            Hello, I'm new to Unity and trying to display grid to my scene. I searched how and someone says I can see show grid in gizmos but I was not able to find it.

            Could you tell me where should I look at?

            ...

            ANSWER

            Answered 2021-Apr-15 at 00:48

            You can make it visible from here.

            Source https://stackoverflow.com/questions/67100778

            QUESTION

            Unity Runtime Surface Snapping (Like Shift+Cntrl in Editor)
            Asked 2021-Apr-08 at 06:07

            I am trying to allow the user of my VR game to move objects around using a pointer, then when holding down a button, snap to a grid and align to the highest surface, essentially replicating the Editor behavior or holding down shift+control and moving around a transform gizmo. (Try it, it's fun!)

            I have the grid part down, but can't wrap my head around how to do the surface snapping. Here is the code I have so far. I would appreciate any and all help!

            ...

            ANSWER

            Answered 2021-Apr-08 at 06:07

            If I understand you correctly now and you actually just struggle at the correct value for Y I think you are actually almost there.

            Except that currently you only get the delta between the two points on the Colliders. But you need to take into account also any offset between objects and their colliders. I'll try to illustrate it

            Source https://stackoverflow.com/questions/66986598

            QUESTION

            Unity - Gizmos not being drawn properly from Inherited class
            Asked 2021-Mar-25 at 19:19

            Currently I am having an Issue regarding Gizmos being drawn this issue is specific to 2 classes

            Interactable() and Door() : Interactable()

            inside Interactable() I have:

            ...

            ANSWER

            Answered 2021-Mar-25 at 17:23

            I needed to comment out the Gizmos.matrix = transform.parent.localToWorldMatrix; to see the yellow cube.

            To see both you need to call the OnDrawGizmos() of the base class in the OnDrawGizmos() of the child class like this:

            Source https://stackoverflow.com/questions/66799783

            QUESTION

            Fail to start a newly generated project
            Asked 2021-Feb-10 at 15:25

            I created a brand new project based on instruction on the website :

            ...

            ANSWER

            Answered 2021-Feb-10 at 15:25

            Could you try with a clean ~/.m2/repository/ (just move yours away before trying)?

            Source https://stackoverflow.com/questions/66130527

            QUESTION

            Raycast2D hits only one side of Collider
            Asked 2021-Jan-22 at 13:55

            I want to make sure that various objects moving at high speed cannot pass through walls or other objects. My thought process was to check via Raycast if a collision has occurred between two moments of movement.

            So the script should remember the previous position and check via Raycast for collisions between previous and current position.

            If a collision has occurred, the object should be positioned at the meeting point and moved slightly in the direction of the previous position.

            My problem is that works outside the map not inside. If I go from inside to outside, I can go through the walls. From outside to inside not.

            Obviously I have misunderstood something regarding the application with raycasts.

            ...

            ANSWER

            Answered 2021-Jan-22 at 12:35

            Theres a better way to deal with this that unity has built in. Assuming the object thats moving at a high speed has a RigidBody(2d in your case) you can set its Collision Detection to Continuous instead of Discrete.

            This will help collisions with high speed collision, assuming that its moving at high speed and the wall is not moving.

            If for some reason you cannot apply this to your scenario, Ill try to help with the raycast solution.

            Source https://stackoverflow.com/questions/65844999

            QUESTION

            Flutter Twitter Auth Error, Missing InitialState
            Asked 2021-Jan-11 at 00:01

            Recently i started with a Twitter Integration.

            The callback is working as it should.

            but when i press the Authorize App i keep receiving this error.

            unable to process request due to missing initial state. this may happen if browser sessionstorage is inaccesible or accidentally cleared

            This is the function where i call the twitter_login.

            ...

            ANSWER

            Answered 2021-Jan-11 at 00:01

            After some hours trying to figure out the problem, i found that the issue was on the AndroidManifest.xml

            Basically on the intent-filter, the scheme was missing, and i need to remove the https from the host and the function call. After that it work :)

            Source https://stackoverflow.com/questions/65657437

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

            Vulnerabilities

            Gizmo 3.1.0.79 on Linux does not verify a server's SSL certificate, which allows remote servers to obtain the credentials of arbitrary users via a spoofed certificate.

            Install gizmo

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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