patrol | Trigger custom commands from filesystem events
kandi X-RAY | patrol Summary
kandi X-RAY | patrol Summary
Trigger custom commands from filesystem events.
Top functions reviewed by kandi - BETA
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Community Discussions
Trending Discussions on patrol
QUESTION
Hello everyone I am new to Selenium and I am having some trouble to find the output that I want. I wrote the following code in order to have the title of the first article of the skynews website :
...ANSWER
Answered 2021-May-06 at 17:00Couple issues....first you are printing the element directly, that won't give you the output you desire (as you saw above). You need to print the text
value within that element. Second issue is that locator you specified has 207 instances on that webpage, so you need to narrow it down to the one you want.
To get the text from that exact article specified you can use this XPath:
QUESTION
I am trying to iterate through each individual image source defined in the array. Create a new image element which will set the attribute src of image 1, image 2, etc. until there are no more new image sources to loop through in the array and display it to a webpage.
...ANSWER
Answered 2021-Mar-17 at 23:00This should do the trick:
QUESTION
I'm writing some simple test audio code to make sure SDL_mixer works for my application, but in the code to change the volume when given certain characters from std::cin everything works except for subtracting 10 from the volume. Adding 10 works, subtracting 1 works, but subtracting 10 only subtracts 1 and not 10.
In the code below, the variable sound
is a struct containing 2 maps called mus
and eff
, indexed by strings and containing Mix_Music*
and Mix_Chunk
variables respectively. "Moon Patrol" is my music audio and "Pew" is my test effect audio. Also, sorry about the big if/else statement, I'm going to be using GLUT keys for input in the actual program.
Relevant Code:
...ANSWER
Answered 2021-Apr-23 at 19:59The ternary operator works like this:
variable = (condition) ? expressionTrue : expressionFalse;
QUESTION
How do I get from a list of vertexes/nodes to a graph that I can use with QuikGraph to e.g. produce a Minimum Spanning Tree?
EDIT:( I've been forward and backward over the QuikGraph wiki https://github.com/KeRNeLith/QuikGraph and every example I can find glosses over graph creation )
Background
My program procedurally generates game levels. My plan is to use an UndirectedGraph
from QuikGraph to store the level information, so I can use library functions to semi-intelligently lay out level content, set up patrols, etc.
My first stage packs the level with rooms based on configurable parameters. My second stage seeks to connect the rooms with the minimum amount of nonsense hallways - ie, connecting adjacent rooms with a single direct hallway. I will break some connections and add other connections later. This seems like a simple case of building a minimum spanning tree.
I expected to find some sort of algorithm that takes a list of graph nodes (and some method of determining the weight/distance between any two graph nodes), and return a list of edges or something. I can't seem to find that - everything seems to assume you already have a list of edges, ie an existing graph.
What's the best way to set this up? "A list of all possible combination of edges between nodes" seems crazy, but I can't think of anything else.
Note
I'm not working with a game engine. The output is intended to be a static text description suitable for use by a human when setting up a pen-and-paper roleplaying game. All the graphics and input handling and physics and sound and network and etc are overkill...
...ANSWER
Answered 2021-Apr-04 at 12:24I've received some good advice on how to prepare my graph - using a Delaunay triangulation routine will set up a graph connected by proximity, and efficiently. I found the Delaunator library on NuGet, which seems to be doing the job well.
QUESTION
I want to stream video from my drone real time to a WEBUI using ffmpeg. But i get the follwong errors. The code works but i don't think ishould have gotten this error. Can somebody help with this issue? This is my drone commands along with the streaming video codes. I have only added the code to get data. Below is the error: pipe error
My code is as follows :
...ANSWER
Answered 2021-Apr-01 at 16:39Change - hwaccel auto
to -hwaccel auto
.
QUESTION
So basically I am lately always getting the following Error when I delete a message that my Bot sends. The message is not being used by the Bot anymore, but for some reason, it always crashes after deletion.
...ANSWER
Answered 2021-Mar-20 at 18:52Your problem is that you delete the message twice. The first time you delete it right at the start of the command, the second time in the case: "patrol"
. So I would recommend you to only delete it in the switch/case, because in the default
branch you want to reply to the message. This will be your code then (I just removed one line):
QUESTION
I have a Guard prefab that has two child components: one for detecting if the target is in range and one for detecting if the target is in catch range. The OnTriggerEnter for the catch range work on both instances of the Prefab. But the one for detecting if the targt is in range only works for the first instance of the Prefab that spawned. Both child objects have a rigidbody that is set to Kinematic and have their own colliders for their tasks. The Parent has no Colliders. In my script for detecting if its in range i have both of the trigger functions:
...ANSWER
Answered 2021-Mar-04 at 14:56Your problem is most likely in the Start function of the first script shown. GameObject.FindGameObjectWithTag(string)
only returns one GameObject
, the first one it finds.
Some possible fixes:
You could use
GameObject.FindGameObjectsWithTag(string)
, Notice that it saysObjects
instead ofObject
, and store it in anGameObjects[]
.If the guards are being instantiated at runtime, you could store refrences to the guards then by creating a list:
QUESTION
I have been trying to do an fps game and got stuck at the part where the enemies can shoot the player, and I'm not quite sure what I can do. The enemy keeps on roaming instead of actually attacking the player. Even worse, they sometimes walk away from the player. Could anyone help?
...ANSWER
Answered 2021-Mar-02 at 07:25There are a number of things to check. Does PlayerInSight
or AttackPlayer
ever evaluate to true
? If not, it could mean that the layer associated with your Player is not in the PlayerCheck
LayerMask
.
You can assign the layer for your Player GameObject in the inspector:
And you can assign the layers for you LayerMask in the inspector:
QUESTION
I'm trying to implement a "lazy state machine" using enums for simple enemy AI but for some reason the logic doesn't work as intended.
I need my enemy to stop from time to time to be in Idle state. But when Idle switch fires, my enemy continues to move despite another state condition for moving script.
What's wrong with my script logic?
...ANSWER
Answered 2021-Mar-01 at 08:44Currently you are just not adding further force/velocity. The moment you enter the idle
state you should make sure the Rigidbody2D
is actually stopped!
QUESTION
So I want this script to check if bool is true and if it is then play an audio once but if its false then don't play the audio but the problem is that this script is in multiple gameobjects and is always constantly turning on and off so the bool may be true on this gameobject but false on the other and so when I tried checking the bool value it returns both true and false and so never really executing the if condition to play the music until both gameobjects meet the same condition...how do I fix this?
ps: the gameobject isn't a prefab
...ANSWER
Answered 2021-Feb-19 at 12:59It sounds to me like your enemyFOV
is the same instance for both your objects.
So if in one instance the isChasing && inSightArea
is true
, but on another it is not
=> The one object starts the sound, the other object stops the sound immediately.
I would rather store all currently chasing objects and let your EnemyFOV
class control the sound like e.g.
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