vulcan | CLI tools for CodeIgniter | Web Framework library
kandi X-RAY | vulcan Summary
kandi X-RAY | vulcan Summary
Vulcan is a set of command line interface tools for CodeIgniter 4 that help you rapidly create boilerplate code, bypassing some of the developer's drudge work, and get on with the good parts.
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Top functions reviewed by kandi - BETA
- Build validation rules .
- Get information about a table
- Create a file
- Returns a string representation of an array .
- Collect the properties from the database .
- Insert a row before a content .
- Insert after a file .
- Get CRUD options
- Format the properties .
- Print the help screen .
vulcan Key Features
vulcan Examples and Code Snippets
Community Discussions
Trending Discussions on vulcan
QUESTION
// I solved my problem thank you for all the help of this community. Answer is posted below
So firstly I know that kotlin android extensions are not supported anymore. I will change that later. First I want to make sure my app works and has what it needs then Ill converge over. I am somewhat new to android studio so there is a chance I missed something simple. I did Import button and toast.
My app works fine if I remove the button onclick listener so I assume it must be the culprit.
Main activity
...ANSWER
Answered 2022-Mar-10 at 14:49It looks like your button was not found. How are you getting access to it and where? Remember that the button needs to exist first so you can get the reference to it. You can use either the findViewById method or view binding.
QUESTION
I can't recall if I have ever tinkered with the settings of Android Emulator, but I've been testing my app on an Android Emulator using Android Studio, and every time I take a screenshot, it crashes.
I tried deleting, and wiping, and creating a new Emulator. None of it works. I tried also to take a screenshot without running my app, with a fresh emulator, and the same problem occurs. It just crashes whenever I try to take a picture.
Android Studio reports this error:
Blockquote WARNING | unexpected system image feature string, emulator might not function correctly, please try updating the emulator. WARNING | cannot add library /Users/sbenati/Library/Android/sdk/emulator/qemu/darwin-x86_64/lib64/vulkan/libvulkan.dylib: failed INFO | configAndStartRenderer: setting vsync to 60 hz INFO | added library /Users/sbenati/Library/Android/sdk/emulator/lib64/vulkan/libvulkan.dylib WARNING | cannot add library /Users/sbenati/Library/Android/sdk/emulator/qemu/darwin-x86_64/lib64/vulkan/libMoltenVK.dylib: failed INFO | added library /Users/sbenati/Library/Android/sdk/emulator/lib64/vulkan/libMoltenVK.dylib INFO | Started GRPC server at 127.0.0.1:8554, security: Local INFO | Advertising in: /Users/sbenati/Library/Caches/TemporaryItems/avd/running/pid_935.ini
My machine is a Mac with 32GB of RAM and i7 CPU, so I can't imaging this an issue with system performance.
If no one has any suggestions, I will have to just reinstall everything. Thanks for the tips everyone.
Edit:
I ran this on a new Mac mini I recently acquired, and got this really helpful message. I traced it down to a suggested solution about switching off Vulcan, but it did not work for me.
...ANSWER
Answered 2021-Dec-04 at 02:28I've been having the same problem (I'm on macOS Monterey), each time I try to take a screenshot the emulator crashes.
Sadly I haven't found a direct solution to this problem, that is a solution fixing the issue in the simulator. But I have learned that it is possible to take screenshots of the app from inside Android Studio, using Logcat.
Essentially, when you're running your app, if you go to the Logcat tab, there is a screenshot option which does seem to work without crashing. I've added a link to developer.android.com which explains how to do it.
Even thought this doesn't exactly fix the problem I hope it helps!
Take a screenshot (through android studio)
Edit:
I am happy to report that after a recent update for the emulator released by the developers, the issue no longer exists for me! The screenshot button has now started working again.
So if someone has the issue, I believe it can now be fixed by just updating your emulator to the latest version available.
QUESTION
How do I ensure my Javascript always loads after an embedded Wistia video loads?
I have a page that has a Wistia video embedded on it, and some Javascript that is trying to do the following:
- Detect the play button of the video (and full screen button)
- Listen for when the play button is clicked (or clicked again, aka paused)
- Start a timer when the play button is clicked
- Pause the timer when the video is paused
- After enough time passes, reveal some hidden content
I had this working during testing, but later I realized it was failing on most occasions because my Javascript was running before the Wistia video was loaded, therefore, it wasn't finding the video elements I need to add eventlisteners to.
I tried to look up solutions to defer javascript or wait for the whole page to load, but it isn't working. Any help you could provide to get this timer working 100% of the time would be appreciated!!
Please view my code below, or look at the JSFiddle right here: https://jsfiddle.net/skuq16t3/
HTML
...ANSWER
Answered 2021-Sep-16 at 23:56Lots of code here. Probably could have shrunk this down a bit, but I found the answer. Here in the Wistia docs (https://wistia.com/support/developers/player-api) they have this code sample:
QUESTION
There are a few steps I'm trying to hit, here.
STEP 1:
I have created a Collection (ScanDataCollection) with the following command:
...ANSWER
Answered 2021-Aug-12 at 15:24Okay, for STEP 1:
QUESTION
I made a voxel raycaster in Unity using a compute shader and a texture. But at 1080p, it is limited to a view distance of only 100 at 30 fps. With no light bounces yet or anything, I am quite disappointed with this performance.
I tried learning Vulkan and the best tutorials are based on rasterization, and I guess all I really want to do is compute pixels in parallel on the GPU. I am familiar with CUDA and I've read that is sometimes used for rendering? Or is there a simple way of just computing pixels in parallel in Vulcan? I've already got a template Vulkan project that opens a blank window. I don't need to get any data back from the GPU just render straight to the screen after giving it data.
And with the code below would it be significantly faster in Vulkan as opposed to a Unity compute shader? It has A LOT of if/else statements in it which I have read is bad for GPUs but I can't think of any other way of writing it.
EDIT: I optimized it as much as I could but it's still pretty slow, like 30 fps at 1080p.
Here is the compute shader:
...ANSWER
Answered 2021-Apr-04 at 10:11Compute shader is what it is: a program that runs on a GPU, be it on vulkan, or in Unity, so you are doing it in parallel either way. The point of vulkan, however, is that it gives you more control about the commands being executed on GPU - synchronization, memory, etc. So its not neccesseraly going to be faster in vulkan than in unity. So, what you should do is actually optimise your shaders.
Also, the main problem with if/else is divergence within groups of invocations which operate in lock-step. So, if you can avoid it, the performance impact will be far lessened. These may help you with that.
If you still want to do all that in vulkan...
Since you are not going to do any of the triangle rasterisation, you probably won't need renderpasses or graphics pipelines that the tutorials generally show. Instead you are going to need a compute shader pipeline. Those are far simplier than graphics pipelines, only requiring one shader and the pipeline layout(the inputs and outputs are bound via descriptor sets).
You just need to pass the swapchain image to the compute shader as a storage image in a descriptor (and of course any other data your shader may need, all are passed via descriptors). For that you need to specify VK_IMAGE_USAGE_STORAGE_BIT
in your swapchain creation structure.
Then, in your command buffer you bind the descriptor sets with image and other data, bind the compute pipeline, and dispatch it as you probably do in Unity. The swapchain presentation and submitting the command buffers shouldn't be different than how the graphics works in the tutorials.
QUESTION
I am trying to make the code find a certain text on a website. This is probably very very basic, but I am very very new to this... So, I am wanting my code to read the website, and if it finds a certain text, which in my case is, "Currently unavailable.", it will continue the code and keep refreshing the page. Here is what my code is right now:
...ANSWER
Answered 2021-Apr-04 at 23:28You don't really need to find the "Currently unavailable" text. You can just check for the existence of the "Add to Cart" button.
QUESTION
I've just started to install Vulcan Js on my computer. So I follow the tuto on official website.
And after I execute npm start
, I've got this error.
ANSWER
Answered 2021-Mar-26 at 11:39Make sure you follow the steps of installation as specified:
- Install node and npm - I prefer to use n
QUESTION
I have a problem I cannot solve with xslt 1.0. A solution for XSLT 2.0 was already given and works fine (see further below).
For each layer grouped by STRAT_ZONE the minimal values from DEPTHFROM_ZONE and maximum value DEPTHTO_ZONE are needed.
Grouping by STRAT_ZONE seems not an option, because the attribute can repeat itself. A checkup line by line was an idea.
Does anyone have any tips, how to try reach the desired goal?
Datablock:
...ANSWER
Answered 2021-Feb-18 at 14:41There are several methods to implement group-adjacent
in XSLT 1.0. I believe the most convenient one to use in your case would be this:
XSLT 1.0
QUESTION
I have a problem I cannot solve.
For each layer grouped by STRAT_ZONE the minimal values from DEPTHFROM_ZONE and maximum value DEPTHTO_ZONE are needed.
Grouping by STRAT_ZONE seems not an option, because the attribute can repeat itself. A checkup line by line was an idea.
Does anyone have any tips, how to try reach the desired goal?
Datablock:
...ANSWER
Answered 2021-Feb-17 at 15:35I think you simply want
QUESTION
I have a Google Sheet that tracks attendance using a rolling calendar. It has multiple sheets and I want each sheet to have the same conditional formats. Initially this seemed easy, I wrote some script, got it to iterate through all of the sheets to copy the format in one cell to the entire sheet. It worked well, until it somehow deleted all of the conditional formats except one, =A$1=TODAY()
. I have been trying to determine why it is doing this and how to fix it. I have tried setting up the conditional format in a non-moving cell (A1), but then the formulas don't work properly. They end up highlighting the wrong row. I have been looking at Google Sheets API Sheets as well, but am having trouble implementing it. Is there a way I can write a script to set up these conditional formatting rules and how? Any help is appreciated.
I have provided a picture of what I am trying to accomplish as well the script I had been using and references, all of which is below.
The basic layout of the sheet is shown in the picture. The picture also depicts what I am trying to accomplish with the conditional formats.
The formatting rules are as follows (and in this order):
Apply to Range: A1:NH (whole sheet)
Custom Formula is: =A$1=TODAY()
Background Color: Default Green Background (#b7e1cd)Apply to Range: C2:NH (everything except row 1 and columns A & B)
Custom Formula is: =$B2>=10
Background Color: Dark Red 1 (#cc0000)Apply to Range: C2:NH
Custom Formula is: =$B2>=8
Background Color: Light Red 2 (#ea9999)Apply to Range: C2:NH
Custom Formula is: =$B2>=5
Background Color: Light Orange 1 (#f6b26b)Apply to Range: C2:NH
Custom Formula is: =$B2>=2
Background Color: Light Yellow 2 (#ffe599)
The formula in Column B is =SUM($C2:2) auto-filled to each row.
My current script is
...ANSWER
Answered 2021-Jan-13 at 06:52Try this code, it works:
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