morpher | Laravel package for managing data changes | Database library
kandi X-RAY | morpher Summary
kandi X-RAY | morpher Summary
We've all been there. You have an application in production, and now one of the database tables needs a structural change. You can't manually go in and change all the affected database rows. So what do you do? Put the logic in a migration? Seems a little risky, no?. Morpher is a Laravel package that provides a unified pattern of transforming data between database migrations. It allows you to keep your migration logic clean and terse and move responsibility for data manipulation to a more appropriate location. It also provides a robust way to write tests for these transformations, which otherwise proves to be a real challenge.
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Top functions reviewed by kandi - BETA
- Create morph class .
- Get the facade accessor
morpher Key Features
morpher Examples and Code Snippets
use RicorocksDigitalAgency\Morpher\Support\TestsMorphs;
class UserMorphTest extends TestCase {
use TestsMorphs;
protected function setUp(): void
{
parent::setUp();
$this->supportMorphs();
}
}
use RicorocksD
php artisan make:migration split_names_on_users_table
public function up()
{
Schema::table('users', function (Blueprint $table) {
$table->dropColumn('name');
$table->addColumn('first_name')->nullable();
$table-&g
composer require ricorocks-digital-agency/morpher
php artisan vendor:publish --tag=morpher
Community Discussions
Trending Discussions on morpher
QUESTION
I'm having a hell of a time trying to modify an instance variable. In the code that follows, shuffle_phase()
is supposed to modify the self.env
variable. (EDIT: Here's an example use, full code follows below).
ANSWER
Answered 2021-Apr-02 at 09:53I get an error when doing self.env[:, k] = tmp
with any inputs. Ideally, readers would need actual inputs/outputs, to see if that is the culprit. A minimal example of __call__
working OK would be:
QUESTION
I am using ARSCNFaceGeometry
and need to update the face model's blend shapes as part of my game loop. My current solution is to call ARSCNFaceGeometry.update
with a new ARFaceGeometry
:
ANSWER
Answered 2020-Sep-16 at 15:40Apple Developer Documentation says:
First code versionTo update a SceneKit model of a face actively tracked in an AR session, call this method in your ARSCNViewDelegate object’s
renderer(_:didUpdate:for:)
callback, passing the geometry property from the ARFaceAnchor object that callback provides.
QUESTION
The setup is very simple. Two tables, Endpoints and Deployments, are many-to-many and joined by a table called Services.
...ANSWER
Answered 2020-Jun-15 at 12:10The official documentation discourages using the InMemory provider for any non-trivial database queries:
we use the EF in-memory database when unit testing something that uses DbContext. In this case using the EF in-memory database is appropriate because the test is not dependent on database behavior. Just don't do this to test actual database queries or updates.
The InMemory provider won't run any joins for you which is what I was trying to do. The alternatives are using LocalDb or SqLite.
QUESTION
I want to load objects using iOS SceneKit.
And how do I unload a loaded object and reload another object?
I succeeded in loading the object by referring to the code below.
...ANSWER
Answered 2020-Apr-13 at 10:20I will explain the concept here, but if you may need to see those things as a complete project you are welcome to refer to the code that I followed from a book “App Development with Swift” by Apple Education, 2019, particularly the Guided Project in the end of Chapter 3A.
Below you can see the sample screenshot. In the app you can add elements by touching the empty place on the SceneView or when your touch collides with another object (plane). Also, there is a logic for object removal
So, basically, one way to be able to remove nodes from the scene is to keep track of them in the ViewController
with a special array var placedNodes = [SCNNode]()
. That way you can clear the view from all the nodes (for example by creating Button Action "Clear")
Another nice addition that you may grasp from Apple's developers is utilizing not a tap gesture recognizer, but by overriding touchesBegan/touchesMoved, this may give you more flexibility in terms of what you can do with touch gestures, particularly, you can get its location in the SceneView by calling touch.location(in: sceneView)
.
So, touchesBegan/touchesMoved
allow you to locate the places that were tapped by user. This may be used for adding/removing objects on the SceneView
Hope that this will help!
QUESTION
I have created an Android app. Whenever someone opens the website through the app, it goes to the exact link. But if the user opens another link, the app is still on the previous opened link. You can check the app here: https://play.google.com/store/apps/details?id=app.freeairdrop.io
Send these 2 link to yourself on Telegram, or Whatsapp:
Now open the first link in my app, when prompted to choose application. Switch back to Telegram/whatsapp, and click on second link. My app will open, but it's still on that page(first link).Nothing happens, the app is not able to load second link, unless app is closed.
MainActivity.java code:
...ANSWER
Answered 2020-Mar-04 at 16:49Setting android:launchMode="singleInstance"
to the activity will cause only one instance of that activity to run. Meaning when your activity has been opened once via deeplink that instance is running. When you open the second link you expect your UI to get updated but since the instance was still running the activity's onCreate
does not get called, which is why you see the views from earlier link.( Another point is when singleInstance is set it won't allow any other activity in stack.)
You can get more info in the official docs .
Now, even though onCreate
is never called but onResume
and onNewIntent
methods do get called when singleInstance is set. Though onNewIntent
is usually mentioned to work with singleTop
, from my experience it does get called on when any of the three single flags are set.
So you need to override either of the two and write the code to update your UI in these. Also note that onResume
does get called when your activity is created the very first time after onCreate
so if that's where you place the code you might want to optimize to avoid reloading the same thing twice and everytime onResume gets called like after returning from background. In which case onNewIntent()
does seem like a better option.
Hope this was of some help to you.
Update: As requested, you can find the edited code below
QUESTION
Basically I want to apply some changed to SCNNode (e.g. change morpher.weights or change skeleton transform) and render scene after that.
...ANSWER
Answered 2019-Nov-27 at 22:12Could be an issue with the transactions but it's hard to say without more context.
In applySomeChanges
you can try to use an explicit transaction
QUESTION
When I use a morph animation for a model, the model automatically turns into a hard edge. How should we avoid such changes?
...ANSWER
Answered 2019-Apr-28 at 12:22There could be three potential problems causing your model to show hard edges at animation:
- insufficient number of polygons in 3D models (low-poly models)
- source and target models have different number of polygons
- models have lamina faces, non-manifold geo, or non-planar faces
Supposedly, you may have all the listed problems at once or just one of them.
QUESTION
this is my code
...ANSWER
Answered 2017-Aug-04 at 02:46you are force unwrapping the result of Budle.main.path..., since this is failing it means your resource is not loaded correctly.
Make sure your sound files are bundled with your app. You can check this by going to your project settings, then under "Build Phases" add the files to the "Copy Bundle Resources" section if they are not already there.
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