pressup | Wordpress install optimised for theme & plugin | Content Management System library
kandi X-RAY | pressup Summary
kandi X-RAY | pressup Summary
is a commandline tool to manage your WordPress git repository, and automate many operations common to managing a number of similar WordPress installations.
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Top functions reviewed by kandi - BETA
- Get all posts .
- Save the configuration
- Parse a list of options
- Parse CSS string
- Read data from stream
- Parse an expression .
- Parse a node .
- parse element start
- serialize a value
- Generate core rules
pressup Key Features
pressup Examples and Code Snippets
Community Discussions
Trending Discussions on pressup
QUESTION
I understand that it is important to use the Event Dispatch Thread for any changes to the interface in Java. However, I have no idea how I can manipulate these events to stop/continue/start. I want to refrain from moving on to the next line of main() (after the ones which put the Runnable in the EventQueue) until a certain key is pressed.
I put together an example for clarity. What I'd like to do here is spawn the JFrame, allow the user to move the box around with the arrow keys and then press Enter to cease the box-shifting operations, and ONLY then make the calculation at the end of main() and cause the answer to appear. I should be able to get 400, 500, 600, etc. As it is, the calculation is made immediately after the JFrame appears, so the answer is always 300.
I carved out a spot for whatever action should be bound to Enter; it's underneath the declarations for the actions bound to the arrow keys.
...ANSWER
Answered 2020-Jul-06 at 03:32and ONLY then make the calculation at the end of main()
That is not the way a GUI works.
The main() method is only used to display the frame.
Once the frame is visible the EDT is started and the frame sits there waiting for user events to be generated.
Your application code then responds to these user events.
I understand that it is important to use the Event Dispatch Thread for any changes to the interface in Java.
All code invoked in a listener does execute on the EDT. So the code in your Action does execute on the EDT. You don't need to do anything special.
What I want to trigger only on Enter
Then that logic should be contained in the Enter Action.
QUESTION
I have a 9x9 grid that can paint itself, a rectangle that can paint itself, and a constructor that allows for movement of the rectangle with the arrow keys. However, I cannot figure out how to keep the grid on-screen at the same time the rectangle is moving around. Ultimately, I'll want the rectangle to be able to act as navigation of the grid by going right one square when the user presses right, etc.
From what I can tell, the entire JPanel is redone whenever paint() is called, meaning that one way to do it would be to repaint every single line whenever a key is pressed, but that seems excessive. Any other way? As it is, painting the rectangle at all causes the grid to be painted over.
...ANSWER
Answered 2020-Jun-17 at 20:29one way to do it would be to repaint every single line whenever a key is pressed, but that seems excessive.
That is exactly the way painting works. Swing is double buffered so you will not notice a painting problem.
However, that is not your current problem.
I cannot figure out how to keep the grid on-screen at the same time the rectangle is moving around
The default layout manager for the content pane of a JFrame is the BorderLayout. When you add a component to a BorderLayout and don't specify a constraint, the BorderLayout.CENTER is assumed.
QUESTION
I am making a pong project right now, and I have a bit of code that lets changing directions be more smooth, so when you press both keys at the same time it won't freeze up for a moment. This happens in the up() function below.
...ANSWER
Answered 2020-May-18 at 18:19Looks like there are a few problems with your implementation:
You want the
down
andup
function both to accept anevent
parameter (callede
in my example).Your
down
function had a missing closing brace. Not sure if that was a copy/paste error or if that was present in your original code.The
rx
variable was never declared - maybe also a copy/paste error.
Take a look at the snippet I included below - it might be a helpful reference.
Good luck!
QUESTION
I have a Shape that is cached and a Bitmap made from the shape's cacheCanvas. I now want to draw another Bitmap to the cacheCanvas or more particular, another Bitmap's cacheCanvas to the shape's cacheCanvas. I tried bitmap2.draw(shape.cacheCanvas) and it did not work - even though draw() says it receives a ctx and I think the shape's cacheCanvas is a ctx. It is giving me a drawImage is not a function error.
The reason I am doing this is for a drawing tool's undo functionality. I draw in the shape and blit with sourceover to a Bitmap for display and to a thumbnail Bitmap as there are multiple layers. On pressup I store a new Bitmap from the shape's cacheCanvas and cache it to remember the undo state. These give me the drawings at each pressup. To undo, I want to clear the drawing and cache it without sourceover and then draw the undo Bitmap into the shape's cache canvas. This keeps the relationship between the original shape, the original Bitmap and the thumb Bitmap. It is drawing to the shape's cacheCanvas that is the problem. Is there a way? Thanks!!
ADDED - I think I found a work-around. I can start with a Container with a Shape in it. Then blit the container to the Bitmap. Then when I want to go back to a certain stored Bitmap, I can clear the shape graphic and add the Bitmap to the container - blit that and remove the stored Bitmap. It would still be interesting to know if there is a way to write to a cacheCanvas with something other than the cached object.
...ANSWER
Answered 2018-Nov-22 at 14:06Drawing to a cache canvas is not enough, you have to make sure to update the stage that is drawing it.
Another approach to give you more control is to just wrap your cacheCanvas in another Stage. This lets you add content to it with the same control as the EaselJS stage. Note that it will clear the caches original contents when you update it, so its not a perfect solution. https://jsfiddle.net/lannymcnie/8yczqt05/
QUESTION
I made a post regarding this issue but realized it wasn't very well said, so I deleted it and I'm making this post a bit more informative. So I made this game a while back, its a game where one plays as a color and collects other color balls and gets points. You can play it below with my working code snippet. After a while, like say 30 or 45 seconds, the game lags out a lot and doesn't play very well. I've checked everywhere but can't seem to find any place where I repeat things every frame which could slow down things. Is there any way I can find where the performance issue is?
Here is the snippet:
...ANSWER
Answered 2018-Jul-13 at 15:56After playing around with the code some, I found the issue.
The issueYou are calling disp.innerHTML
way too much. The garbage collector cannot keep up with the number of times that it is updating the dom.
So, if we take this section of code and move it out of the update loop and into its own setInterval(..., 500)
the game plays and the dom can keep up.
Which make this:
QUESTION
I'm currently just testing an idea for something simple, using the idea of a workout program as an example. I'm very new to python and so this is more of a test than anything. What I want to have happen is open a window with the workout (just a tkinter label) but then passively in the background have a speech recognition command run to catch for the person saying "next". I'm not interested in having people tell me how to make other bits more effcient because I'm aware it's bad.
I'd just like a solution to make the command SpeechRecognition1
run passively whilst the "5 pressups"
label is displayed. Is there anyway to do this?
ANSWER
Answered 2018-May-17 at 13:17use the after_idle function with your function as the callback function
in this order
QUESTION
Software: Adobe Animate
Type: HTML5 Canvas
Publish Settings: JavaScript/HTML (Loop Timeline | Include hidden layers | Center Stage: Both | Make Responsive: Both | Scale to visible area: Fit in view)
I've created a circle and converted it to a Movie Clip. In frame one I've added the following Actions:
...ANSWER
Answered 2018-Feb-24 at 16:53This works in Adobe Animate CC with responsive scaling. Just replace yourMC with your movie clip.
QUESTION
var Home = this;
creategame();
var beasts = [];
function creategame() {
for (i=0;i<4;i++)
{
beasts[i][0] = "lib.ojb"+i.toString()+"()";
beasts[i][1] = 150+(i*125);
}
for (i=0;i<4;i++)
{
var n = new beasts[0][0][0];
n.x = beasts[i][1];
n.y = 350;
n.name = "animal"+i.toString();
stage.addChild(n);
n.addEventListener("pressmove", dragFunc);
n.addEventListener("pressup",release);
}
}
...ANSWER
Answered 2017-Dec-06 at 17:24You need to create an array for the beasts items. You can't assign property values to something that doesn't exist.
QUESTION
//long-press.directive.d.ts
...ANSWER
Answered 2017-Oct-21 at 15:27I solved the problem using this plugin. https://github.com/AbineshSrishti/ionic2-selection-card-drag
QUESTION
In Animate CC, and using the CreateJS/EaselJS API, I created a considerable amount of different HTML5 canvas, all of them featuring drag and drop elements, each time with progressive features.
To build the drag and drop interaction, I added to a Drag MovieClip some EventListeners, on mousedown
, pressmove
and pressup
events. All of them have associated functions.
ANSWER
Answered 2017-Jun-12 at 16:23After some tests I was doing to drags/drops similar to the core implementation shown above, I've came to a solution that involves additional transformations on the drop detecting function.
First, the point variable now holds the current mouse position within the coordinate space of the stage:
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