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kandi X-RAY | blocky Summary
kandi X-RAY | blocky Summary
Blocky is created to simplify the way to learn or develop IoT solution. It is an ESP8266 based Wi-Fi development board for you to create IoT applications with open-source, plug and play electronics, visual programming, remote control via cloud with both web and mobile app.The key feature of this project is that users never need to do any wiring or soldering or program one line of code when he makes an IoT solution up and running.
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QUESTION
I am developing an app with ionic and angular. In one specific page I added a component into the ion-content, however now I want to choose to display another one when I click a button. I have been looking for an option but it has been imposible for me to find how to do it. This is my actual code:
...ANSWER
Answered 2021-Apr-23 at 07:52define your boolean properties to show components or not:
QUESTION
I'm working on a blocky voxel game. I implemented smooth shading from the 0fps article, and it worked great.
Today I decided I wanted to make it less-smooth by pixelizing it. Each of the vertices that make up the triangle strip (the quad) have a vec4 shadows
. And I just bilinearly interpolate between those 4 shadow points using the UV coordinates that would otherwise be for a texture..
ANSWER
Answered 2021-Mar-11 at 16:23You need to add 0.5
to the result of floor
, like so:
QUESTION
Learning about generics.. I have a generic array handler that allows various array manipulations on specific types. I was told to sort the test data using a constraint on T with IComparable
but couldn't figure it out where to put the condition so I just used Sort
which uses IComparable
(even if it gets the result it likely wasn't how I was supposed to make it).
Anyway, I also have a method to extract a section of an array, which is where the errors appear. Such as this one:
CS0411: The type arguments for method 'ArrayHelper_T.GetSubArray(T[], int, int)' cannot be inferred from the usage. Try specifying the type arguments explicitly.
If I use the other one that I out-commented (Program/ Main) I get a different error I don't know how to fix either. I read the msdn on generics and interfaces, and looked at similar error questions here but it didn't help me finding solutions.
...ANSWER
Answered 2021-Feb-24 at 07:09You are using a generic type parameter both for the class and on methods and you are mixing them up.
A correct type declaration would be
QUESTION
I can't seem to understand how to make the conversion lossless (or at least visually lossless)? The outputs have some fast moving parts at times, and the output would become blocky; I would like to keep it as lossless as possible, while still maintaining some compression. What would I have to tweak at the command line? Thanks you~
ffmpeg -c:v libvpx-vp9 -i in.webm -c:v libvpx -vf scale=400:416,hue=h=45:s=1 -auto-alt-ref 0 out.webm
ANSWER
Answered 2021-Feb-16 at 01:20According to FFmpeg Wiki: VP9, "two-pass is the recommended encoding method for libvpx-vp9 as some quality-enhancing encoder features are only available in 2-pass mode". Example of your command:
QUESTION
I have a problem about implementing recommendation system by using Euclidean Distance.
What I want to do is to list some close games with respect to search criteria by game title and genre.
Here is my project link : Link
After calling function, it throws an error shown below. How can I fix it?
Here is the error
...ANSWER
Answered 2021-Jan-03 at 16:00The issue is that you are using euclidean distance for comparing strings. Consider using Levenshtein distance, or something similar, which is designed for strings. NLTK has a function called edit distance that can do this or you can implement it on your own.
QUESTION
This is the design I'm going for: design with rounded corners
And this is what I have implemented so far: implementation with blocky segments
How can I achieve the rounded corners effect on opposite corners, as shown in the intended design? Right now, each of the segments are their own HTML element and are encompassed in a HTML block that does have the rounded corner effect, but it is under the rectangular segments. Is there some sort of clipping that I can do so that the shape of the HTML element under the segments can be superimposed onto the segments so that they have the rounded colors in the right spots (I don't want the breaks between colors to be rounded also)?
This is in angular, by the way.
...ANSWER
Answered 2020-Nov-12 at 05:40Use border-radius
on the parent + overflow: hidden
.
QUESTION
I have decided to make my game in pygame instead, and here is what I have coded so far:
...ANSWER
Answered 2020-Sep-23 at 17:35Couple of this I can spot. Firstly, function and class definitions are supposed to be outside of main loop because defining the same thing over and over again in a loop doesn't make any sense. Second you are calling pygame.display.flip
twice, which is not needed. Flip should only be called once, otherwise it causes flickering. Third, you are drawing in __init__
method and creating a new instance every frame. Usually, an instance is only made once, and there are methods of that instance to do something with that instance. So, instead of drawing in the __init__
, make a new method called draw.
Now to answer your question, it moves in blocks becasue:
- You are moving it 25 frames at once, so it skips 25 pixel at once and draws again in the new position.
- You are using
pygame.MOUSEBUTTONDOWN
. This function only returns once true per click. So if you hold down your mouse button, it wouldn't work because it returnsTrue
in the first frame andNone
after that. To continuously update the mouse state, you need to usepygame.mouse.get_pressed()
.
New code with everything I mentioned above implemented (NOTE: I changed images to surfaces to make it work, so you might wanna change it to image again):
QUESTION
I'm using Apache Guacamole 1.2.0 and XRDP 0.9.12 on Ubuntu 20.04.
When looking at the remote desktop the fonts are shown sometimes reasonably sharp (alas still less than when opening an RDP connection directly), but often become blurry/blocky, as shown in the following screenshot.
It's possible to "provoke" this by letting the browser window loosing the input focus. But it also happens while working on the remote desktop. By triggerings repaints (e.g. by going with the mouse over the text) the fonts become sharp again at the repainted screen regions while staying blurry at the other screen regions.
The RDP connection settings in Guacamole are configured like this:
I played a bit with the font smoothing and caching options, but could not improve the situation. Is there any way to keep the fonts from "going blurry"?
Best regards,
Bernd
...ANSWER
Answered 2020-Sep-18 at 09:55I reinstalled with compiled versions xrdp 0.9.14 and xorgxrdp 0.2.14 - I had to do this anyway, because file sharing does not work between Guacamole and xrdp 0.9.12.
As a "side effect", the blocky/blurry appearance is gone now, too. Either it has been fixed with the newer version or my old installation was somehow faulty.
QUESTION
I am very new to JavaScript and HTML and CSS. I have read through my code multiple times and I can't seem to figure out what makes it not work. It is not returning any errors, but it's not working as expected. I'm trying to get a square on the screen to move on the press of WASD. I got the square to appear but nothing happens when WASD is pressed. I feel like the solution must be simple but I can't figure it out.
...ANSWER
Answered 2020-Aug-26 at 19:03You need to compare the keyPressed variable like this
(keyPressed === 87 || keyPressed === 83)
Also, you can listen for a keydown event using the following function:
QUESTION
I have been implementing a perlin noice generator in python. It works pretty well except for clearly visible lines in the result.
The problem seems to be related to where i switch between gradients in X-direction.
Here is the code:
...ANSWER
Answered 2020-Aug-25 at 00:03To answer your question, I am not certain if this is the entire issue, but I do see one error. In X, you lerp along sx from X0 to X1. But in Y, you lerp along sy from Y1 to Y0. Swapping Y1/Y0 in the topLeftDot-bottomRightDot vars should fix that. Alternatively, switch which variables are in which parts of the lerp return line. If this doesn't solve it, try reversing X0/X1 instead. I am wondering why your image shows the discontinuities breaking up the X axis instead of breaking up the Y axis.
To add, I see that you are using an integer cast to turn x,y into X0 and Y0. This will work fine for postive numbers, but might not work for negative numbers. See this question and its answers for more info.
Finally, my general recommendation: Perlin is an old method for noise that tends to produce very grid-aligned looking results. Once you get your noise working, or if you look at other images of Perlin noise, it may become apparent that a lot of the parts of the noise are aligned 45 or 90 degrees (Perlin is top row). This can be a rewarding programming exercise, but if you're going further than a programming exercise then I would suggest coding or using a good Simplex or Simplex-related noise implementation. See this post for an elaboration on implementing 2D simplex noise out of Perlin, or this if you want an easy-to-import Simplex-related noise to use in your project.
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