specular | A XML-RPC service used for examining web pages accessibility

 by   eeejay Python Version: Current License: Non-SPDX

kandi X-RAY | specular Summary

kandi X-RAY | specular Summary

specular is a Python library. specular has no bugs, it has no vulnerabilities, it has build file available and it has low support. However specular has a Non-SPDX License. You can download it from GitHub.

run_tests or quick_diff (launch second) | | Speclenium Client | [port 4117] | Speclenium Server (launch first) | [port 4444] | Selenium Server.
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            kandi-support Support

              specular has a low active ecosystem.
              It has 10 star(s) with 0 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              specular has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of specular is current.

            kandi-Quality Quality

              specular has no bugs reported.

            kandi-Security Security

              specular has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              specular has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              specular releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed specular and discovered the below as its top functions. This is intended to give you an instant insight into specular implemented functionality, and help decide if they suit your requirements.
            • Move a node
            • Represent a node
            • Get the parent of a node
            • Create a comment
            • Insert a new node
            • Return a list of attributes
            • Recursively update descendant count
            • Get all the children of a node
            • Return a list of specularies from a file
            • Removes whitespace from an element
            • Get the XSL transform
            • Creates a comment
            • Removes a node from the tree
            • Move a node to another node
            • Creates a specular object from a string
            • Create a SpecularEvent from a file
            • Finds sub - tree of sub - tree
            • Create a SpecularEvent from a string
            • Delete a node
            • Update node
            • Get the tree
            • Gets the side -by comparison of the tree
            • Strip whitespace from element
            • Draws the tree
            • Matches the tree
            • Convert an event into a SpecularEvent
            • Move the node to the given position
            Get all kandi verified functions for this library.

            specular Key Features

            No Key Features are available at this moment for specular.

            specular Examples and Code Snippets

            No Code Snippets are available at this moment for specular.

            Community Discussions

            QUESTION

            getUniformLocation return null
            Asked 2021-Jun-13 at 18:45

            I have a uniform in my fragment shader and when I try to get the value of the location of the uniform, it returns null.

            I checked the spelling and I don't find any spelling error and this uniform is also used in the shader code.

            My error is:

            error in getUniformLocation([object WebGLProgram], materialAmbient): uniform 'materialAmbient' does not exist in WebGLProgram("unnamed")

            This is my code in WebGL to get a uniform location.

            ...

            ANSWER

            Answered 2021-Jun-13 at 06:22

            The uniforms materialAmbient, ambientLight and specularLight are not "used" in the shader program. They are not required to calculate the output outColor (Actually materialAmbient are ambientLight use to calculate effectiveAmbient. effectiveAmbient, however is not used).
            The compiler and linker optimize the program and removes unnecessary calculations and unnecessary variables. Therefore this variables become no active program resource and you cannot get the resource index (uniform location) for this variables.

            Source https://stackoverflow.com/questions/67955038

            QUESTION

            Differences while rendering SVG with librsvg and Python
            Asked 2021-Jun-09 at 07:07

            Depending upon rendering an SVG either as a whole document or as a single element shows differences in rendering.

            I created a simple SVG graphic using Inkscape and want to render it using Python. I decided librsvg was the way to go. This is my SVG, saved from Inkscape as "normal SVG" (without Inkscape-specific extensions).

            ...

            ANSWER

            Answered 2021-Jun-09 at 07:07

            The culprit is mix-blend-mode:hard-light;.

            I cleaned up the SVG, reset all the translations, but the highlight kept missing. Only after setting the mix-blend-mode from hard-light to normal it reappeared.

            Source https://stackoverflow.com/questions/67898437

            QUESTION

            Adding multiple SCNNode(s) at the same time
            Asked 2021-May-21 at 04:36

            I have this function named addShapes. I want it to create 3 shapes

            ...

            ANSWER

            Answered 2021-May-21 at 04:36

            Your code works fine (a position was a problem):

            Source https://stackoverflow.com/questions/67629296

            QUESTION

            Apply MACRO only in selected components (swModel.GetComponents)
            Asked 2021-May-20 at 06:00

            I have this code that automatically colors all assembly components with random color. I asked a different question with this code before but this time, I want to ask if anyone could help To make this code colors only the selected assembly component? I hope someone can help me with this, I am still learning in API. Please see code below.

            ...

            ANSWER

            Answered 2021-May-16 at 09:28

            Where you set the object, try this:

            Source https://stackoverflow.com/questions/67552915

            QUESTION

            Get value of the randomly chosen color
            Asked 2021-May-09 at 13:30

            I have a macro that colors the part or assembly. It randomly chooses the color and then apply it to the component. My problem is, I want to get the value of the randomly chosen color because I want that value in other sub, but I dont know how to get it. Could someone help me with this? Heres my code.

            ...

            ANSWER

            Answered 2021-May-09 at 13:30

            Please, try the next way:

            1. Declare vMatProp as a Public variable on top of a standard module (in the declarations area):

            Source https://stackoverflow.com/questions/67457743

            QUESTION

            Texture mapping in vertex shader glsl qt
            Asked 2021-May-08 at 07:38

            i am trying to achieve per vertex lighting with texture mapping in opengl using QOpenGLWindow. But the rendered object has black color. if i do same texture mapping in fragment shader, it works fine.

            ...

            ANSWER

            Answered 2021-May-08 at 07:38

            The vertex shader is just executed per vertex. Therefore, the texture is only looked up for the vertices (corners) of the primitives. The output of the vertex shader is interpolated along the fragments. You cannot do this algorithm in the vertex shader. You need to do it per fragment, in the fragment shader.
            "Per Vertex Lighting" only makes sense for a constant diffuse light. In the case of specular highlights and texture maps, the light distribution is not linear and cannot be calculated with linear interpolation. Per-vertex lighting is only used for very simple light models and is generally not used these days.

            Source https://stackoverflow.com/questions/67445081

            QUESTION

            Two Images on one Object in OpenGL
            Asked 2021-Apr-26 at 14:52

            I have two textures. One is jpg and the other is png. I have rendered a cube and I want to use the jpg image as a background in every face of the cube and then have the png on this background. I tried mix() but i can see the background through png and I don't want that. Is there any function that can do this for me?

            Fragment Shader:

            ...

            ANSWER

            Answered 2021-Apr-26 at 14:47

            You need to mix the color depending on the alpha channel of the PNG texture. Assuming texture1 is the JPG and texture2 is the PNG, mix texture1 and texture2 depending on texture2's alpha channel:

            Source https://stackoverflow.com/questions/67268747

            QUESTION

            How to pass a custom struct from vertex shader to fragment shader
            Asked 2021-Mar-27 at 05:08

            In the fragment shader, I defined two structures as follows

            ...

            ANSWER

            Answered 2021-Mar-27 at 05:08

            I was going to go into a long explanation of how to implement your lighting structure so it is generic to any light type, but that is a separate issue.

            Your current issue is that the Vertex Function shouldn't need to use the lighting uniform at all; there's no data to pass between them. The only thing the Vertex shader should be doing is converting the local space to clip space and saving the intermediate world space as a separate part of the fragment shader's input so it can calculate the lighting properly.

            All the lighting calculations can be done on the pixel/fragment shader and any dynamic lighting (positions, penumbra calculations, direction changes, etc) should be done on the CPU and just passed on to the GPU in the lighting buffer/uniform all at once.

            This is in hlsl, but it's easily converted to glsl:

            Source https://stackoverflow.com/questions/66827936

            QUESTION

            PointerLockControls threejs "null is not an object (evaluating 'instructions.addEventListener')"
            Asked 2021-Mar-16 at 13:18

            I am trying to integrate PointerLockControls into my project. I am using the example from the THREEJS examples page and I've basically copied the exact thing over and it still gives me errors in console and won't run. Im using a basic code structure and am importing three via node module and express server.

            this is my main html code:

            ...

            ANSWER

            Answered 2021-Mar-16 at 13:18

            QUESTION

            why some triangles are becoming black after I add lighting?
            Asked 2021-Mar-14 at 18:17

            I am trying to add specular lighting to my opengl es program which loads 3d model. Its working normally. But whenever I add lighting this happens:

            some triangles are becoming black and some are staying white. here is my Vertex and fragment shader code:

            ...

            ANSWER

            Answered 2021-Mar-14 at 08:29

            I have enabled depth testing and the problem solved.

            Source https://stackoverflow.com/questions/66610982

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install specular

            These steps work if you’re running everything on the same computer:.
            Install Selenium Server (yes, it’s just a JAR file)
            python speclenium-server.py -S path-to-selenium-server.jar
            Check http://localhost:4444/wd/hub/status to see if it’s running. You should get a JSON status back
            Edit settings.ini — the default settings.ini just runs Firefox and Chrome on Windows. See all-browsers.ini for more examples.
            python ./run_tests.py or python ./quick_diff.py
            Quit Speclenium Server via Ctrl+C in the console it’s running in.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/eeejay/specular.git

          • CLI

            gh repo clone eeejay/specular

          • sshUrl

            git@github.com:eeejay/specular.git

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