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QUESTION
This was the result of my experiments with bytea with postgreSQL and libpq. The result file I am creating with the recieved data is double sized than the original uploaded plus 2 bytes (picture.png). I can not understand exactly how many operations I am doing incorrectly because the procedure is quite confusing for my critter brain. Any help or advice will be a big help for me, thank you in advance.
you can find the solution a little below
...ANSWER
Answered 2021-May-26 at 08:13I feel I am close, I am mising something about data type treatment/conversion. I think it could help to understand what's happening. Still working on it. I show only little fragments of the observed data in the following picture.
It seems the result of the query is a character string representing hexadecimal. For the fact I am writting the output file as binary it's converting figurative asci hex representation to real hexadecimal again, destroying the real content of the file and increasing the size. I just added a visual explanation about what is happening with the result file content.
QUESTION
I am working in this issue since 2 weeks without any result. Do someone know how to manage with lipq with blobs or bytea without losing format and any data? The exported file size is 0B, I can not understand the steps I must follow to upload a file to a postgreSQL database from C and pick it again with the correct format and features. Any help will be great. I tryed near every example and theory on the net, even PG documents and manuals, no way. I am close to quit programing and go farmer (not jocking xD). Thank you in advance.
After code modifications, I pick a file 59bytes higher than the file uploaded as large object. Feeling I am closer but changing my mind about using Large Objects.
...
ANSWER
Answered 2021-May-20 at 14:47Like the documentation says:
The descriptor is only valid for the duration of the current transaction.
So you must call lo_open
and lo_read
in the same transaction.
Do not use large objects. They are slow, complicated to use and give you all kinds of serious trouble (for example, if you have many of them). Use bytea
, then your code will become much simpler.
QUESTION
I want to sort a list using Hibernate's Criterias, but don't understand how the framework sorts the results. I have a list of strings to query and sort. The values are as follow:
- MCGuffin Super
- MCGuffin Mega
- McGuffin powerup
- MCGuffin 1
- MCGuffin Super
- MCGuffin 2
- MCGuffin Mega
I want to sort them in ascending order. I expect this result: 1, 2, Mega, Mega, powerup, Super, Super
.
However, I end up with: Mega, Mega, powerup, Super, Super, 1, 2
.
I first thought it was because the ASCII Table, however uppercase and lowercases are treated at the same level (despite lowercases having a higher ASCII address).
The only thing I saw in my code that could potentially be relevant is this line:
...ANSWER
Answered 2021-May-10 at 13:51It's not Hibernate ORM that's doing the sorting, it's your database. When you use criteria, Hibernate ORM will create the query adding the proper order by
clause to the SQL.
Depending on the database you are using, there is usually a way to define the collation and specify how strings and characters will be ordered.
For example, in PostgreSQL you can define it when you create the table:
QUESTION
I am trying to implement factory design pattern. I use a static member-function of the class 'Factory' which creates and returns instances of 'Candy', but hides the details of class modules from user.
My header file is pasted below:
...ANSWER
Answered 2021-May-01 at 16:37You say:
However I need the
PowerUp
candies to have some different methods than the superclass, so I do not know why I would store the return value ofFactory::getCandy()
inCandy*
if I specifically want an instance ofPowerUp*
.
If this is true, the factory is meaningless, use a simple constructor. The whole point of a factory is to abstract away details (like the fact that your Candy
really is, in fact, a PowerUp
) by sharing a common interface. In your case, if the application know the specific type it uses and call methods only this type has, it means there in no abstraction.
You could:
- Remove the factory and use a classic constructor.
- Review your
Candy
abstraction to makePowerUp
a true implementation detail. In the end, in the eyes of the calling code, there should be no difference between using aPowerUp
and any otherCandy
-like type.
QUESTION
I have a fairly complex application involving a GUI front-end and several other classes, several of which are state machines based on the excellent pytransitions library. The application hangs at various times, and being multi-threaded it is difficult to debug, but I have reproduced a minimal example here:
...ANSWER
Answered 2021-Apr-06 at 11:44The core Machine
of pytransitions
is neither threaded nor asynchronous. This means that when a callback does not return, the whole event processing and thus the trigger function will block. There are a variety of ways to deal with this. Which way to chose depends on your architecture. Providing MWE for all approaches is a bit too much for a SO answer but I can briefly outline how solutions could look like.
Since Machine_1
already has a reference to Machine_2
and Machine_2
is waiting for an event from Machine_1
, you could model that transition explicitly:
QUESTION
Having a slight problem making my power up appear/load on the screen and I have zero errors in VS19. The Worm class inherit from the same parent as the Player and Enemy Class, and they both load. The only difference between them is that Worm loads in Update() instead of LoadContent() so I can only assume something is wrong with the code in there.
Let me know if you see anything weird, thanks in advance!
Global declared a list and a texture-type:
...ANSWER
Answered 2021-Apr-02 at 09:33Forgot to set a bool variable to true
QUESTION
The game works by a fish eating smaller fish and slowly growing bigger. The score is supposed to update each time the fish eats another fish. The score will update to one right when you eat a fish, but it won't update to a 2 until you eat a bunch of fish(it varies), and then the 2 shows up over the 1.
Read at your own risk:
...ANSWER
Answered 2021-Mar-18 at 02:00Actually, I know nothing about that library Simply.js
but it looks from the picture that you are drawing on the same text, and by looking at your code, I see the object score_txt = new sjs.Text("Score: ", 21, "orange");
that's being created every 1 second, so you should just create it once inside the start
function at the beginning and the same goes for the score
variable to keep track of the score for example
QUESTION
I'm trying my hand at creating a Snake clone with JavaFX. One of the requirements for the game is to have a sort of powerup food, which increases the speed of the snake.
For my game loop, I'm using a Timeline
with a single KeyFrame
, which acts as the game tick. Every game object is rendered onto a Canvas
.
The snake moves in a 21x21 grid with each cell being 40px in length. In my implementation, the snake moves one cell each tick (by design). Each body segment is essentially moving 40px in the current direction. This means that the velocity of the snake is fixed by the game's tick duration.
To increase the velocity of the snake, I have to change the duration of the keyframe, which updates game state and draws to the canvas. To do so I stop the timeline, remove the keyframe, and add a new keyframe with a shorter duration.
The problem is that in order to do this, I have to call a method within the Game
class, which contains the game loop, from one of it's dependencies (such as the State
class).
ANSWER
Answered 2021-Mar-14 at 07:57One option is to make use of callbacks to pass a delegate method to State
. Or similarly use the Observer pattern to notify Game
of a state change resulting in a call of the respective method.
Another option is to have Game
regularly read a property of State
to know when to change the game speed. This way State
remains unaware of Game
.
QUESTION
Hi guys so I am currently developing a simple game and I have a script called
PlayerController.cs , GameManager.cs and PowerUps.cs
On my GameManager.cs
I spawn my powerup like this
...ANSWER
Answered 2021-Mar-05 at 18:47Is your Debug.Log in OnCollisionEnter printing out? If it IS printing but Speed still seems to equal 3.0, then it's possible that the speed is getting reset by that code in your PlayerController's Update(). I would put a log in that if-statement in PlayerController.cs to make sure the Speed isn't getting set back to 3.0 after it was set to 5.0.
QUESTION
I'm currently creating a game in unity 2D with different powerups, one will allow you to have a spread shot, but I'm currently stumped being the scrub I am. I'm having trouble making it travel diagonally. My code is as follows.
...ANSWER
Answered 2021-Feb-24 at 15:00You're right that the issue is that you're setting setting velocity twice, so the second assignment is simply overwriting the first.
To fix this, simply add the two vectors together before you assign to velocity:
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