tower | Small components for building apps

 by   tower JavaScript Version: 0.5.0 License: MIT

kandi X-RAY | tower Summary

kandi X-RAY | tower Summary

tower is a JavaScript library. tower has no vulnerabilities, it has a Permissive License and it has medium support. However tower has 1 bugs. You can install using 'npm i tower' or download it from GitHub, npm.

Small components for building apps, manipulating data, and managing a distributed application. Tower represents a different way to build applications. We present a non-monolithic, distribution of modules that can be used in together, to form Tower, or separately in a normal Node.js program. This ensures that Tower isn't a lock in, and provides extremely coordinated modules. Currently, many applications are developed as a single unit. This makes it much harder to develop in teams and to manage the complexity. Thus, Tower provides you the tools to create fully modular applications in a manageable way. This includes tools for both the client-side and server-side. Tower uses the standard Node.js platform (NPM) on the server and component for the client-side. Note: Tower is currently under active development and isn't fully ready for use. Please be aware of this before opening any issues. Tower is very low level now. It has minimal dependencies. It doesn't depend on jQuery, underscore, mongodb, or any such "limiting" factor. It's all JavaScript. Each micro component is around 1kb, so if you wanted to make things super lean, you can just grab the bare bones you need. If there's anything in particular you're wondering about, create a new issue. The IRC is no longer used much. The source for the guides on the site are here: They're very much a work in progress.
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            kandi-support Support

              tower has a medium active ecosystem.
              It has 1801 star(s) with 129 fork(s). There are 60 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 5 open issues and 323 have been closed. On average issues are closed in 443 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of tower is 0.5.0

            kandi-Quality Quality

              tower has 1 bugs (0 blocker, 0 critical, 1 major, 0 minor) and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              tower is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              tower releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              tower saves you 8 person hours of effort in developing the same functionality from scratch.
              It has 24 lines of code, 0 functions and 4 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of tower
            Get all kandi verified functions for this library.

            tower Key Features

            No Key Features are available at this moment for tower.

            tower Examples and Code Snippets

            Creates a new Tower Tower .
            javadot img1Lines of Code : 12dot img1License : Permissive (MIT License)
            copy iconCopy
            public static void main(String args[]) {
            		int n = 3;
            		Tower[] towers = new Tower[n];
            		for(int i = 0; i < 3; i++) {
            			towers[i] = new Tower(i);
            		}
            
            		for(int i = n - 1; i >= 0; i--) {
            			towers[0].add(i);
            		}
            		towers[0].moveDisks(n, towers  
            Prints the contents of the Tower
            javadot img2Lines of Code : 3dot img2no licencesLicense : No License
            copy iconCopy
            public void print() {
            		System.out.println("Contents of Tower " + name + ": " + disks.toString());
            	}  

            Community Discussions

            QUESTION

            Unity. Input.MousePosition is returning coordinates that are way too large for the screen
            Asked 2021-Jun-15 at 15:03

            The highest Y position that is shown in my camera is 5 and -5. For the X its 10. I'm making a tower defense game and I want the tower to follow my mouseposition after I buy it until I click on a place in the track to build/ place it. I got so confused because I couldn't see my tower at all but now I realized that my mouse coordinates are HUGE. It's up to the hundreds on each axis. My screen obviously can't fit that. I tried even dividing the mouseposition in a vector 2 by 45 and making an offset so it can fit well. Unfortunately I have to change the values depending on the screen size so that can't work. I don't know if it matters but here's my script? This script get's called after the tower gets instantiated from the store. The store button is in the canvas if that helps? Maybe the canvas is why everything is off? How do I fix it?

            ...

            ANSWER

            Answered 2021-Jun-15 at 15:03
            Screen space is different from world space

            In Unity, Input.MousePosition is measured in terms of pixels on your screen. Let's say you have a 1080p monitor - 1920 x 1080 - which is pretty common these days, that means Input.MousePosition will be in the following range when your game is fullscreen:

            • x: 0 to 1919
            • y: 0 to 1079

            The actual world units - the units as seen in your scene - don't matter at all and can be basically anything.

            Another thing of note is that your gameworld is 3D and the physical screen is 2D. Assuming your camera is looking into open space in your world, a single pixel on the screen is represented by an infinite line in the 3D world. This line is called a ray, and you can turn a 2D screen position into a ray via Camera.ScreenPointToRay, and then find what 3D objects that line intersects with via a Physics.Raycast.

            Source https://stackoverflow.com/questions/67963373

            QUESTION

            Android Studio Kotlin: RecyclerView must not be Null RuntimeException
            Asked 2021-Jun-11 at 04:12

            I have been trying to resolve an issue being thrown at runtime where the recyclerview I am using is null. From most examples of this error message I have seen online it is usually when using a RecyclerView is being used in a fragment. This RecyclerView is just being used in a normal Kotlin Activity.

            Error When OrderActivity.kt is opened

            ...

            ANSWER

            Answered 2021-Mar-01 at 12:55
            setContentView(R.layout.activity_main)
            

            Source https://stackoverflow.com/questions/66422417

            QUESTION

            Vue.js - can't store this.$route.params.id in variable at data property?
            Asked 2021-Jun-08 at 03:01

            I'm using Vue.js 3. I have here a simple code for routing and sending parameters.

            Here is my Home.vue page

            ...

            ANSWER

            Answered 2021-Jun-08 at 03:01

            Updated

            $route.params returns String as default where as your id in store.js is Number.

            Therefore

            Source https://stackoverflow.com/questions/67880295

            QUESTION

            Fastest way to compute sum of first set bit over consecutive integers?
            Asked 2021-Jun-08 at 00:36

            Edit: I wish SO let me accept 2 answers because neither is complete without the other. I suggest reading both!

            I am trying to come up with a fast implementation of a function that given an unsigned 32-bit integer x returns the sum of 2^trailing_zeros(i) for i=1..x-1, where trailing_zeros is the count trailing zeros operation which is defined as returning the 0 bits after the least significant 1 bit. This seems like the kind of problem that should lend itself to a clever bit manipulation implementation that takes the same number of instructions regardless of the input, but I haven't been able to derive it.

            Mathematically, 2^trailing_zeros(i) is equivalent to the largest factor of 2 that exactly divides i. So we are summing those largest factors for 1..x-1.

            ...

            ANSWER

            Answered 2021-Jun-06 at 10:20

            Observe that if we count from 1 to x instead of to x−1, we have a pattern:

            x sum sum/x 1 1 1 2 3 1.5 4 8 2 8 20 2.5 16 48 3

            So we can easily calculate the sum for any power of two p as p • (1 + ½b), where b is the power (equivalently, the number of the bit that is set or the log2 of the power). We can see this by induction: If the sum from 1 to 2b is 2b•(1+½b) (which it is for b=0), then the sum from 1 to 2b+1 reprises the individual term contributions twice except that the last term adds 2b+1 instead of 2b, so the sum is 2•2b•(1+½b) − 2b + 2b+1 = 2b+1•(1+½b) + ½•2b+1 = 2b+1•(1+½(b+1)).

            Further, between any two powers of two, the lower bits reprise the previous partial sums. Thus, for any x, we can compute the cumulative number of trailing zeros by summing the sums for the set bits in it. Recalling this provides the sum for numbers from 1 to x, we adjust by to get the desired sum from 1 to x−1 subtracting one from x before computation:

            Source https://stackoverflow.com/questions/67854074

            QUESTION

            How to Instantiate GameObject from Interface list
            Asked 2021-Jun-04 at 12:31

            So, i have List.

            If I try to do:

            ...

            ANSWER

            Answered 2021-Jun-04 at 12:31

            There is a default interface method implemetation in the newest version of C#, but I don't know if unity implemented it yet. If they did you potentially could define a method in you interface and return the prefab you want to insantiate. Something like:

            Source https://stackoverflow.com/questions/67837159

            QUESTION

            Global variable discord.py
            Asked 2021-Jun-02 at 19:52

            I am creating a discord bot (.py) and am wondering how to set/change global variables between functions. Code:

            ...

            ANSWER

            Answered 2021-Jun-02 at 19:52

            You can either use global variables:

            Source https://stackoverflow.com/questions/67811634

            QUESTION

            Why doesnt my table sort my div variable in numerical order?
            Asked 2021-Jun-02 at 15:45

            When playing the game, my proposed code will

            1. Determine your final score after the end of the game i.e. the Gamer Over section
            2. This final score is transferred and visualised onto a table
            3. When pressing the 'Sort' button/text, the table will rearrange itself in numerical order

            As of currently,

            0 is used to display the players final score, and is easily navagable via subpages at the top of the window. As long as the user does not reset their score, this final score remains visibe, however, when sorting the table, it still remains in its initial position, while the other cells will correctly re-arrange themselves.

            Could any of you provide suggestions as to how to fix this issue?

            ...

            ANSWER

            Answered 2021-Jun-02 at 15:45

            Your first row will fail for Number(x.innerHTML) when you lopping in sortTable(), and will result NaN.

            Source https://stackoverflow.com/questions/67807721

            QUESTION

            How do i update a javascript variable as its value changes?
            Asked 2021-May-31 at 12:35

            My code calculates the users score via this segment of code

            context.fillText('Score: ' + (current - 1).toString(), 20, 40);

            I transfered the (current - 1) into a variable, and displayed it is a heading using the following code

            ...

            ANSWER

            Answered 2021-May-31 at 12:06

            I think that the update of the Total score should happen when the game is over. Therefor you should do the outputting of the score in the function gameOver(). If you want to update it with every submit you have to add the logic to the function animate().

            The logic is pretty simple:

            • get the Total score element:

            Source https://stackoverflow.com/questions/67772106

            QUESTION

            Unity - why getcomponent for script returns null when script is attached to game object in scene
            Asked 2021-May-31 at 04:53

            I've created a TileMap. My enemy is a simple cylinder with an "EnemyMover.cs" script attached and is in the scene (hierarchy) before play is pressed. (Not instantiated during runtime)

            On a separate object, I have a "TargetLocator" script which attempts to utilize GetComponent to find the cylinder script component when instantiated by click on a tile on the map during runtime.

            ...

            ANSWER

            Answered 2021-May-30 at 23:26

            Rather than transform , which is the real-world location of a object, try calling a method that is in that script. E.G EnemyMover

            Source https://stackoverflow.com/questions/67766505

            QUESTION

            How to change the appearance of an OpenLayers marker ("feature")?
            Asked 2021-May-30 at 17:37

            I am struggling through some of the OpenLayers API and got it to display a number of Feature objects, but they are blue circles and I would like them to look somewhat more like the markers in Google Maps. How can I change their appearance?

            ...

            ANSWER

            Answered 2021-May-30 at 17:37

            To change the appearance of the features you must give them a style, for example

            Source https://stackoverflow.com/questions/67763152

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

            Vulnerabilities

            No vulnerabilities reported

            Install tower

            This is installed through component.

            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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            https://github.com/tower/tower.git

          • CLI

            gh repo clone tower/tower

          • sshUrl

            git@github.com:tower/tower.git

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