stepy | : feet : jQuery Stepy - A Wizard Plugin | Plugin library

 by   wbotelhos JavaScript Version: 1.2.0 License: MIT

kandi X-RAY | stepy Summary

kandi X-RAY | stepy Summary

stepy is a JavaScript library typically used in Plugin, jQuery applications. stepy has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i stepy' or download it from GitHub, npm.

jQuery Stepy is a plugin that generates a customizable wizard.
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            kandi-support Support

              stepy has a low active ecosystem.
              It has 177 star(s) with 68 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 27 open issues and 16 have been closed. On average issues are closed in 126 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of stepy is 1.2.0

            kandi-Quality Quality

              stepy has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              stepy 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

              stepy releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.
              stepy saves you 1269 person hours of effort in developing the same functionality from scratch.
              It has 2853 lines of code, 0 functions and 41 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed stepy and discovered the below as its top functions. This is intended to give you an instant insight into stepy implemented functionality, and help decide if they suit your requirements.
            • Logs a description
            Get all kandi verified functions for this library.

            stepy Key Features

            No Key Features are available at this moment for stepy.

            stepy Examples and Code Snippets

            Javascript P5, drawing a grid on a canvas
            JavaScriptdot img1Lines of Code : 41dot img1License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            distanceBetweenPoints = dist(mouseX, mouseY, gridX, gridY);
            
            var diameter = distanceBetweenPoints / maxDistance * 60;
            
            strokeWeight(4);
            stroke(0,0,0);
            noFill();
            rect(gridX, gridY, diameter, d
            How to pause the animation
            JavaScriptdot img2Lines of Code : 38dot img2License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
              var ctx = null;
              var x_icon = 0;
              var y_icon = 0;
              var stepX = 1;
              var stepY = 1;
              var size_x = 221;
              var size_y = 184;
              var canvas_size_x = 800;
              var canvas_size_y = 600;
              var anim_img = null;
              var myvar = null; // moving inte

            Community Discussions

            QUESTION

            Syntax error in the pygame collision detection function python3
            Asked 2021-Dec-19 at 16:27

            so I try to program a 2d game platform like space invaders, but the problem is in the collision, when I try to define the collision, which I use in her characteristics, the characteristics of the classes (enemy coordinates and the bullet coordinates), the code won't start. And this is the result : `

            ...

            ANSWER

            Answered 2021-Dec-19 at 09:26

            The formal parameters of a function cannot be structure elements like eneemy.x. Either Change the names of the parameters:

            Source https://stackoverflow.com/questions/70410045

            QUESTION

            Duplicate square / angular spiral with nested for loops in p5.js?
            Asked 2021-May-07 at 21:08

            I am trying to make a grid out of angular spirals. The spiral itself is composed of single lines within a for loop. When I duplicate and shift (translate) the origin of the spiral along one axis (x OR y) it works. But shifting along both (x AND y), in order to make it a grid, it does not work out without decomposing the spiral.

            I would really appreciate if anyone could help me with my coding puzzle. By the way I'm very open-minded for any tips and help improving my code writing skills. There surely is a lot of redundancy and long-winded expressions in there... This is my code so far:

            ...

            ANSWER

            Answered 2021-May-07 at 21:08

            If you're trying to make a grid of spirals it looks like you just need to use a pair of for loops where you currently have for (let j = 0; j < 5; j++) {. Pretty much any time you want to create a grid you're going to want a pair of nested for loops.

            Source https://stackoverflow.com/questions/67441500

            QUESTION

            Spring Batch - execute Steps based on decisions issue
            Asked 2021-Mar-28 at 11:30

            I'm developing Spring Batch where I've Steps-1 to Step-10 which runs sequentially. In my case for step-4 to Step-7, I've to make conditional decision based on which I've execute Step-X, Step-Y and , Step-Z etc.

            Ex: Step-4 - Precondition, if Step-X gives any status other than error, then execute Step-4, if Step-X failed then execute failedStep() step.

            Step-5 - Precondition, if Step-Y gives any status other than error, then execute Step-5, if Step-Y failed then execute failedStep() step.

            Step-6 - Precondition, if Step-Z gives any status other than error, then execute Step-6, if Step-z failed then execute failedStep() step and the step-8 to step-10. I'm looking to do all in a single batch job only.

            I've developed some code, but it looks like it's not liking the condition.

            Error - The method on(String) is undefined for the type Step

            ...

            ANSWER

            Answered 2021-Jan-28 at 05:47

            I was able to solve the issue using following code - This works perfectly fine for me.

            Approach-1

            Source https://stackoverflow.com/questions/65916260

            QUESTION

            Why does this code create arrays filled with the same repeating value?
            Asked 2021-Feb-19 at 14:59

            I have been trying to write a simulator using the HTML5 Canvas. I have the following code to generate equipotential lines for electric fields.

            ...

            ANSWER

            Answered 2021-Feb-19 at 14:59

            You have a loop with code that says: dots.push(curPt)

            In that loop, you reassign the x and y properties of the curPt object, but it's the same object that you keep pushing on each iteration.

            You will have to create a new Point object inside the loop if you want to push different points into the array.

            Source https://stackoverflow.com/questions/66267065

            QUESTION

            Why does the scaling change when I take a subset of a network graph with manual coordinates?
            Asked 2021-Jan-17 at 06:53

            For this project I'm creating several network graphs, but the scaling is off. The first network graph includes all of the nodes/categories and is rather large. The other network graphs are subsets of the full one. I'm using the same coordinates for each subset as the full graph in order to maintain the structure. The problem is that whenever I create a subset network, the scaling is completely off, despite having manually set the coordinates.

            The full network looks like this:

            ...

            ANSWER

            Answered 2021-Jan-17 at 06:53

            Not sure if this will help, because it's just a hunch. But from my understanding of graph networks, the size of the node is usually related to it's importance. More connections/edges = bigger size (relative to the other nodes). I suspect that in the reduced model, the relative importance of some nodes will change dramatically due to certain other nodes and edges being omitted. I think your issue is more to do with node size than the coordinates you are setting (perhaps).

            Source https://stackoverflow.com/questions/65757459

            QUESTION

            Accessing a stage inside the parallel block in an AWS Step function from another branch
            Asked 2020-Oct-08 at 09:14

            I have created a step function as you can see in the picture. Now I need to execute StepX after StepK (And then the ChoiceA flow will end). So basically StepX should be executed in parallel with StepY->StepZ as it is now but also be executed after StepK. But I cannot find a way to access a stage which is inside a parallel block". Is there a way around this?

            Here is my Json-

            ...

            ANSWER

            Answered 2020-Oct-08 at 09:14

            You should keep it simple. As ChoiceA and ChoiceB are separate flows, they don't need to intersect. StepX can be used twice (you will have to use different name for it though)

            Definition:

            Source https://stackoverflow.com/questions/63971273

            QUESTION

            Can't interact the main window pygame
            Asked 2020-Sep-21 at 21:15

            I tried to implement a Multiagent System using pygame. I created a class for the System "SMA", a class for the environment "EnvSMA" and a class Agent with different behaviour. When an agent collides with a "wall" one of the limit of the grid, it behaves like the ball on pong game, when it collides with another agent, it exchanges its direction with the other one. I've implemented the observer design pattern also.

            ...

            ANSWER

            Answered 2020-Sep-21 at 21:15

            You have to handle for events, which you can get using pygame.event.get() . The code works for me when I added it to the update function. Not sure if the function was intended to be used this way, but you get the idea. Program doesn't crash anymore:

            Source https://stackoverflow.com/questions/63999762

            QUESTION

            Collision detection only works when object hits right in the centre
            Asked 2020-Apr-01 at 02:34

            Hi so i have here a 'falling' style game where i have homer simpsons head falling through the sky avoiding the salads and collecting burgers to increase score. I have implemented collision detection so when homer hits a salad he should re-spawn and have a life deducted which works fine. However if homers head hits the side of the salad and not directly in the centre of it the game will freeze for a moment and then carry on like nothing happened. I am not sure why this happens and wondering if there is a problem with how i am doing this. Here is my code below:

            Are the collision detection not accurate enough or is there another issue that i am missing?

            ...

            ANSWER

            Answered 2020-Apr-01 at 02:34

            There are several little things which makes this harder than it could be. First, your intersect method isn't quite right. Then, the way you handle coordinates could be improved upon.

            What I'm going to do first is to show you how to intersect rectangles. After that, I'll show you how I would deal with the drawable objets so they stay easy to manipulate. Then I'll show you some skeleton code for a short, easy game with stuff falling and colliding, and just for you I'll add some help so you can implement these suggestions into the context of your game.

            1. Collisions

            There are many ways to handle collisions. Most of them are applied mathematics, some of them are clever algorithms making use of colors or invisible sprites. There are probably methods I'm forgetting, too.

            We'll only do collisions between rectangles, as your program seems quite rectangle-friendly and it's the easier method. So we'll write a intersection detection algorithm.

            First thing to do when writing an algorithm is the pseudocode. I'm not joking. It's easy to go all clakety-clak with your keyboard and hit compile. It works most of the time... but it's more intuitive logic than applying your brain to the problem.

            Being able to pseudocode is like a superpower for programmers. Never underestimate it.

            Now, how do you know if two rectangles are intersecting? The answer is:

            1. There are 4 ways that two rectangles can intersect, whether horizontally or vertically.
            2. They must intersect both horizontally and vertically to overlap for real.

            These are the possibilities you have to look for:

            1. Red rectangle is bigger than black rectangle and black rectangle is completely inside it.
            2. Both rectangles overlap on the left side (horizontally) or on the top side (vertically).
            3. Red rectangle small enough to be inside black rectangle.
            4. Both rectangles overlap on the right side (horizontally) or on the bottom side (vertically).

            Because this code can be used in many places, I took it out of context and put it inside a fonction which takes coordinates and returns a boolean (true if there indeed is a collision):

            Source https://stackoverflow.com/questions/60849384

            QUESTION

            Processing, how to redraw shapes when they dissappear
            Asked 2020-Feb-26 at 07:19

            Hi guys so i have this game made where the user avoids aliens coming from the right side of the screen and then they go past the left side. I need the aliens to reappear from the right side once they leave the left side of the screen. How can i go about doing this? Here is my existing code:

            EDIT: Added alien class underneath main class

            ...

            ANSWER

            Answered 2020-Feb-26 at 07:19

            If you upload your Alien class then we can give clearer directions but the idea is that your should add the following logic in your move() method.

            Source https://stackoverflow.com/questions/60401428

            QUESTION

            SubClass of FrameLayout Class doesn't redraw canvas screens?
            Asked 2020-Feb-19 at 05:45

            When I am using FrameLayout Class(GameView) to use addView(object) so that I can use ontouchlistener() but it only draws Rocket and shooter (classes used to draw , all are called in GameView ) but it didn't reDraws it (refer summary at bottom)

            GameView.java

            ...

            ANSWER

            Answered 2020-Feb-19 at 05:45

            you need to call setWillNotDraw(false) in the constructor of your FrameLayout otherwise its onDraw won't be called.

            Source https://stackoverflow.com/questions/60279002

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

            Vulnerabilities

            No vulnerabilities reported

            Install stepy

            You can install using 'npm i stepy' or download it from GitHub, npm.

            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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          • npm

            npm i stepy

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            https://github.com/wbotelhos/stepy.git

          • CLI

            gh repo clone wbotelhos/stepy

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            git@github.com:wbotelhos/stepy.git

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