TemPy | Python Object Oriented Html Templating System
kandi X-RAY | TemPy Summary
kandi X-RAY | TemPy Summary
Python Object Oriented Html Templating System
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Top functions reviewed by kandi - BETA
- Populate the widget data
- Create TempyList instance
- Process a struct
- Process a list of tuples
- Populates the widget with the given data
- Remove all children from a TempyClass
- Append this node to the father
- Empty the tree
- Return the code representation of this object
- Calculate the score of a TempyPlaces
- Replaces an element with new style
- Run the build
- Return the content of this element
- Render the document
- Add attributes
- Apply a function to each cell in the table
- Add css style
- Text representation of the node
- The login handler
- Add css_class to each cell
- Return the index of this node
- Adds a css class to each row
- Set attributes
- Make a scoped scope
- Translate an html file to another
- Add row data to the table
- Remove a cell from the body
- Append this node to the given father
TemPy Key Features
TemPy Examples and Code Snippets
Community Discussions
Trending Discussions on TemPy
QUESTION
I have a very simple 9x9 grid. I know how to handle the rectangles on this grid. What I want is when I click on one of the grid rectangles, this rectangle should now be marked with a fill or border around it.
I can draw a rectangle, with a blue fill at exact the correct rectangle on the grid.
But with the next click on the grid, the new rectangle is drawn but the old rectangle is still there and will stay there. And so on.
My question is now, how can I paint always exact on rectangle at the click position?
Is maybe a class the right way?
Creating every time a new rectangle and destroy the old one?
...ANSWER
Answered 2022-Feb-11 at 23:00It's important to understand that p5.js draws in immediate mode, so each element, once drawn, is not removable unless intentionally drawn over or cleared. This simplest solution to your specific problem is to simply save to location to be highlighted when the user presses the mouse, and then always clear the canvas and redraw everything (including the selected square) in the draw function. Because there's no animation, you can optimize this by disabling looping in your setup
function, and then explicitly calling redraw when something happens that effects the display (i.e. the mouse is pressed).
QUESTION
Apologies up front if this question is badly asked or if I'm doing something very obviously idiotic...
My Unity project is dynamically dropping Rule Tiles onto a tilemap grid, using code similar to the below:
...ANSWER
Answered 2022-Jan-12 at 12:07Not sure if anyone else is ever likely to see this issue because it really was my own stupidity, but I fixed it. It turns out that the Z axis is also important when considering tiles; I modified my line of code that places each tile to read as follows:
QUESTION
Tkinter ignores root.after
The countdown animation plays but it ignores the delay and does everything that's after root.after
before the countdown is over
All tests suggest that the countdown is happening and the variable is changing, it just skips the delay
...ANSWER
Answered 2021-Nov-07 at 19:01root.after
does not cause a delay. What that says is "please have the main loop call this function later". Your code is going to queue up 5 timer callback requests very quickly, and then continue on. The callbacks will happen later.
When you're coding for a GUI, you have to start thinking about event-driven programming. When you create widgets or call "pack", NOTHING HAPPENS. All that does is queue up a message to be handled later. At some future point, when the mainloop
is able to execute, your messages will be popped off and processed. Only then will your visible screen change. That requires a change in the way you program things. You set up your screen, start the mainloop, and then wait for events. Your event callbacks change the state and return, and Tk in the background will update the screen.
QUESTION
As a school project, I've made the classic snake game using SDL2 and C++. I've already implemented the growing, moving features for the Snake but it was required to make the movement based on a grid, but when I implemented the grid feature, the self-collision was always triggering whenever grow one part, so every time I start the game, and eat the first fruit, the snake dies.
I've been trying for a while now, from placing a delay to the adding of the tail and delaying the collision check, but to no avail, it's always colliding with itself even though it is not.
I can't see what is wrong with the self collision, I would gladly appreciate it if someone can point out what's wrong.
Snake.h
...ANSWER
Answered 2021-Oct-19 at 11:48It seems that I had some logical errors when it comes to the grid movement because when I re-coded everything and changed the grid movement into cell based instead of using modulo condition by dividing the screen width and height to the pixel size of my snake and using that as the coordinates for my movement, everything went back to normal and the collision bug disappeared.
Instead of doing this for the grid movement
Old Grid Movement Code
QUESTION
I am trying to let circled objects appear over time – each independently – and change their positions to randomly chosen new ones after 30 frames. Right now – I only can let them change their position after 30 frames but all together at once… It took me a while to combine them in the way that they change all 30 frames, now I want to untangle them. How is that to achieve? BTW – the "numbers array" at first is giving 6 times the value zero, probably because it is connected to the loop? Is there a way to fix this?
Here you can see the main code:
...ANSWER
Answered 2021-Jun-22 at 11:56You could use the same logic from randomize positions, but outside of a for loop:
QUESTION
When I run my code it throws a segmentation fault and I have tried rewriting the code several times. Still to no avail, it won't even run. The segmentation fault happens as soon as my program is launched. What it's supposed to do is print a path on screen using the ncurses library in Linux, from the given coordinates. Here is the problematic snippet with the lines where gdb said the segmentation fault was, also it (snippet) reproduces the problem.
EDIT: This will help explain what I'm trying to do, but using dynamic arrays. Breadth First Search
EDIT 2: The variable frontier is supposed to keep track of the X and Y values at a specific index. The add_neighbors function is there to add all four neighbors (providing they aren't already added) to the frontier and came_from arrays.
frontier[index][0] is X value.
frontier[index][1] is Y value.
The before the first while loop I set the start position x1 and y1. During the first while loop, it increments getting the new coordinates from the frontier, then processing and adding to came_from array.
For example:
(x1,y1) (x1+1,y1)
(x1,y1+1) (x1+1,y1+1)
(x1,y2) (x2,y2)
I'm trying to get from (x1,y1) to (x2,y2). Sure hope that explains it better. What I'm trying to implement is a Breadth First Search (BFS) algorithm. Using two arrays, one is frontier (keeps track of visited positions) and came_from (keeps track of X and Y the path from x1,y1 to x2,y2). Updated the code to reflect the first answer. Plus added a comment to explain where the error might be, not really sure but I've been debugging it. It looks like the came_from array never gets set with x and y.
The Code:
...ANSWER
Answered 2021-May-23 at 17:26Some of the allocation sizes are incorrect:
frontier = malloc(sizeof(frontier) * MAXHEIGHT * MAXWIDTH);
should be
QUESTION
i'll try my best to describe what i'm trying to achieve, please correct me if there's a better way for doing so! :)
I just started practicing classes in javascript, and im trying to call an interval from a class function like this:
...ANSWER
Answered 2021-May-23 at 05:42UPDATE: Created a sandbox if anyone wanted to play around a bit more.
I would like to suggest a more manageable architecture.
Your bubble creation shouldn't be the part of a Bubble's
functionality.
Also, since your need multiple Bubble
s, you need an owner to maintain all those bubbles, so you should create an array first.
Then you can have one function that keeps running on an interval and that function should be responsible for 2 things.
- Clearing the canvas at the start of animation,
- Asking all of your
Bubble
s to play themselves.
Each Bubble
must be the owner of their process, i.e., they should have a play
function which has 2 responsibilities,
- Update the bubble's position (in your case this is random),
- Draw the bubble at the updated location.
This kind of architecture let's you easily handle complex logic by dividing responsibilities.
Run the snippet and check it out.
Ask me any doubt you have with this. I understand it can be hard to wrap around at first, but once you get it, you will never go back.
QUESTION
When I was writing the code I saw that the code would not reset the canvas to (400, 400)
after being changed to (600, 600)
. It would disorientate the canvas and stretch all the shapes with it in evaporation()
. When going through all the screens and trying to go back to reset back.
ANSWER
Answered 2021-May-19 at 19:46From the documentation for createCanvas:
Creates a canvas element in the document, and sets the dimensions of it in pixels. This method should be called only once at the start of setup. Calling createCanvas more than once in a sketch will result in very unpredictable behavior.
Instead of calling createCanvas repeatedly in your drawing functions, you should use resizeCanvas once when transitioning from one screen to another.
I couldn't actually reproduce whatever issue you were describing (partly because I could not make sense of your description). However I did also notice an issue with the variable ripple
not being declared anywhere, so I fixed that, and now the sketch appears to be working correctly.
QUESTION
I want to cover my whole website despite a small circle that follows the cursor. So I made a svg with a circle-mask that updates it's position via jquery. But now all my elements below are not clickable, because the svg lays in front of them. Is there a solution how to solve this?
...ANSWER
Answered 2021-May-10 at 13:45You can take a look at pointer-events
.
ex
QUESTION
I have a struct for a polynomial with variables x, y, and z
...ANSWER
Answered 2021-Apr-29 at 16:46Compile with full warnings (in gcc would be -Wall -Wextra
).
In this case you will see that you are not including , C allows an implicit declaration (
int (*)()
), but the behaviour is not what you want.
add the following to your code,
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