morpher | Laravel package for managing data changes | Database library

 by   Ricorocks-Digital-Agency PHP Version: 0.4.0 License: MIT

kandi X-RAY | morpher Summary

kandi X-RAY | morpher Summary

morpher is a PHP library typically used in Database applications. morpher has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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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            kandi-support Support

              morpher has a low active ecosystem.
              It has 43 star(s) with 3 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              morpher has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of morpher is 0.4.0

            kandi-Quality Quality

              morpher has no bugs reported.

            kandi-Security Security

              morpher has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              morpher 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

              morpher releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed morpher and discovered the below as its top functions. This is intended to give you an instant insight into morpher implemented functionality, and help decide if they suit your requirements.
            • Create morph class .
            • Get the facade accessor
            Get all kandi verified functions for this library.

            morpher Key Features

            No Key Features are available at this moment for morpher.

            morpher Examples and Code Snippets

            Testing Morphs
            PHPdot img1Lines of Code : 54dot img1License : Permissive (MIT)
            copy iconCopy
            use RicorocksDigitalAgency\Morpher\Support\TestsMorphs;
            
            class UserMorphTest extends TestCase {
            
                use TestsMorphs;
                
                protected function setUp(): void
                {
                    parent::setUp();
                    $this->supportMorphs();
                }
            
            }
            
            use RicorocksD  
            Create your first Morph
            PHPdot img2Lines of Code : 39dot img2License : Permissive (MIT)
            copy iconCopy
            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  
            Installation
            PHPdot img3Lines of Code : 2dot img3License : Permissive (MIT)
            copy iconCopy
            composer require ricorocks-digital-agency/morpher
            
            php artisan vendor:publish --tag=morpher
              

            Community Discussions

            QUESTION

            Trouble trying to modify instance variable python
            Asked 2021-Apr-02 at 09:53

            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 09:53

            I 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:

            Source https://stackoverflow.com/questions/66486145

            QUESTION

            Efficiently updating ARSCNFaceGeometry from a set of blend shapes
            Asked 2020-Sep-19 at 21:28

            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 15:40

            Apple Developer Documentation says:

            To 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.

            First code version

            Source https://stackoverflow.com/questions/63787898

            QUESTION

            EF Core navigation properties not populated (again!)
            Asked 2020-Jun-15 at 12:10

            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 12:10

            The 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.

            Source https://stackoverflow.com/questions/62377299

            QUESTION

            How to switch object load in Swift Scenekit?
            Asked 2020-Apr-13 at 10:20

            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 10:20

            I 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!

            Source https://stackoverflow.com/questions/61182734

            QUESTION

            How to handle multiple deeplinks for android app
            Asked 2020-Mar-04 at 16:49

            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:

            1. https://freeairdrop.io/airdrop/morpher.html
            2. https://freeairdrop.io/airdrop/simbcoin.html

            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 16:49

            Setting 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

            Source https://stackoverflow.com/questions/60458560

            QUESTION

            How to apply some changes to SCNNode with completion handler
            Asked 2019-Nov-27 at 22:12

            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 22:12

            Could 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

            Source https://stackoverflow.com/questions/59072033

            QUESTION

            How to soften when doing morpher animation
            Asked 2019-Apr-30 at 06:31

            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 12:22

            There 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.

            Source https://stackoverflow.com/questions/55273454

            QUESTION

            I have this error:" fatal error: unexpectedly found nil while unwrapping an Optional value" in Xcode 8 swift 3
            Asked 2017-Aug-04 at 02:53

            this is my code

            ...

            ANSWER

            Answered 2017-Aug-04 at 02:46

            you 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.

            Source https://stackoverflow.com/questions/45496417

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

            Vulnerabilities

            No vulnerabilities reported

            Install morpher

            It's not required, but you might want to publish the config file:.

            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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