mblock | Beliebig viele Datenblöcke innerhalb eines Moduls , per Drag | Addon library
kandi X-RAY | mblock Summary
kandi X-RAY | mblock Summary
Mit MBlock ist es möglich, innerhalb eines Moduls beliebig viele Datenblöcke zu erzeugen. Diese können dann einfach per Button oder Drag & Drop sortiert werden. English: MBlock lets you create an unlimited number of data blocks within a single module. These data blocks can be sorted per click or drag & drop.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
- Show a form
- Decorate form item .
- Writes the form element
- Replace empty values in a form field
- Load and load variables for the view
- update form data
- Replace tab IDs .
- Get theme information
- Execute action query
- Exchanges example files
mblock Key Features
mblock Examples and Code Snippets
Community Discussions
Trending Discussions on mblock
QUESTION
I am trying to pass a vector of vectors to an SSB0, however I get a segfault when passing it through with glBufferData
. The structure in C++ is:
ANSWER
Answered 2022-Jan-16 at 04:33QUESTION
I am trying to move my block element to left with animation and even use animation shorthand property but its not moving.
Here's my HTML:
...ANSWER
Answered 2020-Sep-07 at 03:28Removing the semi-colon would help.
QUESTION
I build a shiny app that need to add pieces of UI dynamically based on some parameter I'll know only in real time. I created a simplistic reconstruction of my needs, and encountered a problem I describe below
so in my example I have a module called mblock. for the sake of this example it only displays a text. the actual text to display is decided at run time, and so is the number of texts (and hence blocks) will be decided at runtime
for the specific example I set texts to be a fixed vector containing all the texts to be shown, but in reality it will be computed as a reactive object. the code is below:
...ANSWER
Answered 2020-Jul-07 at 12:44First of all, insertUI
is able to work "on its own" and doesn't need renderUI
. You can put it in an observe
environment instead. However, be careful of the output of insertUI
since it is persistent, as explained in the documentation of this function:
Unlike renderUI(), the UI generated with insertUI() is persistent: once it's created, it stays there until removed by removeUI(). Each new call to insertUI() creates more UI objects, in addition to the ones already there (all independent from one another). To update a part of the UI (ex: an input object), you must use the appropriate render function or a customized reactive function.
I don't know why but the for
loop doesn't work (as your example shows) whereas lapply
does (see this answer for example).
Here's your example with these corrections:
QUESTION
I'm new to python I'm trying to implement a code for my project at first my error code was object of type 'int' has no len() this was my code and added str to solve the issue
...ANSWER
Answered 2020-Jun-11 at 10:22Python expects strings for the ord()
function, and this:
Mblocks[i%len(str(Mblocks))]
is an attempt to access element with index i%len(str(Mblocks))
from int
Mblocks, which Python does not allow.
As such, you could do a str
conversion at the beginning of your function and work with the converted variables from that point onwards.
QUESTION
So I've managed to successfully implement batching into my engine, but have come across some weird behavior with the array of samplerCubes
in my fragment shader. The batch renderer works fine with 2 texture units - I can successfully draw cubes with the right textures if I only bind 2 textures, but as soon as I add a 3rd to the mTextures
vector, and use glUniform1i
for that index in the samplerCube
array, the wrong texture is displayed, even though the texture id (TexID
) is correct (I checked this in the fragment shader).
The issue appears to be with my understanding of OpenGL as for some reason, the texture what should be displayed by textureCubes[2]
(fragment shader uniform) is displayed by textureCubes[1]
, and textureCubes[2]
displays the same texture as textureCubes[0]
. What should be displayed by textureCubes[1]
just doesn't exist with the 3rd texture bound.
Here's my code:
Main.cpp
...ANSWER
Answered 2020-May-03 at 07:40[...]
textureCubes[1]
, andtextureCubes[2]
displays the same texture astextureCubes[0]
.
The behavior of the fragment shader is undefined, because of:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install mblock
PHP requires the Visual C runtime (CRT). The Microsoft Visual C++ Redistributable for Visual Studio 2019 is suitable for all these PHP versions, see visualstudio.microsoft.com. You MUST download the x86 CRT for PHP x86 builds and the x64 CRT for PHP x64 builds. The CRT installer supports the /quiet and /norestart command-line switches, so you can also script it.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page