slingshot | Index Migration for the ElasticSearch Python Client
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Index Migration for the ElasticSearch Python Client
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Trending Discussions on slingshot
QUESTION
I have an attachment functionality on my app. Users can upload Documents to S3 using Slingshot and then click a button which opens up a modal and a carousel displaying the attachments.
The downloadUrls from S3 are stored in Mongo and I have a template helper to spit them out and then an each
puts them into the carousel. This all works pretty fluidly actually.
However, I want to use signed urls for better security. My issue is that clicking the button to display the modal actually creates a subtemplate each time. This subtemplate then calls a Method to create and return the signed urls. This isn't efficient.
Ideally, I'd like for the modal and carousel to remain reactive. So that a user can upload a new document and then see it without refreshing the page. But - at the same time, I don't want to resign a bunch of the documents again.
I was taking the route of using a Session Var and then diffing between urls to see if they've changed or not. But this doesn't seem right. I must note, that the browser does cache these uploads in the carousel (they're mostly images). So i don't particularly care too much about the actual signed url's expirate time.
Any ideas? I've read some patterns on using timefreeze to predate signed urls..so that you only recreate if it's been > than the expiration date. However, this pattern would still make the call to the md server side and still execute the s3.getSignedUrl fn..
Thanks!
...ANSWER
Answered 2021-May-12 at 14:59I made the modal apart of the parent template. Then - I used a local collection instead of Sessions. On Modal.shown, I simply check the length of the local collection, if it doesn't exist then I make the server call to get the signed urls. This should guarantee it gets called once.
New S3 files then can just get inserted into this new local collection. This all makes things work reactively.
Cleanest soln I have atm
QUESTION
I am making this game using matter.js and p5.js where you have to make mangoes fall of a tree using a slingshot and a stone. The code looks somewhat like this:
SlingShot.js:
...ANSWER
Answered 2021-Mar-19 at 09:33The issue lies in how you pass and read stoneObj through the new SlingShot class. Inside the SlingShot class, you are trying to read property x of pointA, which is undefined, probably because stoneObj doesn't return a position as you are expecting.
Try logging that part to see what is going wrong.
QUESTION
I have been working on a game of mine to pass the time while stuck at home. Early on in development I added the ability to fire bullets, and it worked great. Now I have added some extra functionality and whenever I try to fire more than one bullet at a time all the bullets act extremely weirdly.
I have looked through SO a fair amount and I haven't seen anything resembling my issue.
Steps to reproduce:
- Click mouse button to fire once
- Before the bullet hits the edge of the screen, move the mouse and fire again
- (You can click as many times as you want and the issue will compound)
Results:
- The original bullet 'disappears' and a new bullet is created at the source, but:
- The direction is halfway between the two clicks, and
- The speed of the bullet is either much faster or much slower than the first, depending on the second click
I say 'disappear' because the bullet never actually disappears, I think it just gets stacked on top of the other one. I say this because the number of sprites in the world.bullets
group is the correct number.
I believe that the issue has to do with either the Slingshot()
or the Bullet()
class.
I have added a runnable example below:
...ANSWER
Answered 2021-Feb-16 at 21:39All of your Bullet
objects share the same pygame.Rect
object. The instruction self.rect = self.data ['rect']
does not create a new pygame.Rect
object. It just stores a reference to self.data['rect']
to the attribute self.rect
.
Use the copy
method to create a copy of the bullet start rectangle when a new bullet is fired:
self.rect = self.data['rect']
QUESTION
I am working off the Slingshot demo. The problem is that after the rock is fired, it can still be clicked on and dragged around, which I want to disable.
I've added a filter to the rock:
...ANSWER
Answered 2020-Nov-29 at 18:18Finally figured it out after much starting over, tweaking and examining different demos.
First the bitmasks for the categories have to be powers of two, so NEXTBALL
has to be 0x0004
rather than 0x0003
.
Next, you can't set the whole collisionFilter
object on an established body, or it breaks the collisions. Instead, you have to use rock.collisionFilter.category = NEXTBALL
;
QUESTION
so what I am trying to do is pull a spear back(like a slingshot) and send it flying, all the while making it rotate while it's flying in the air to mimic a real thrown spear. So far, I have only been able to make it rotate after a few seconds to a certain position but I can already tell that this isn't really a permanent fix and will definitely lead to problems down the line. I have tried looking for better ways of rotating the object but I can't really find anybody else who had a problem like this and it's hard to understand the unity documentation regarding rotation as it's for 3D objects.
Here is a gif showing how it looks like: https://gfycat.com/chiefglasshorsemouse
This is the code that I have attached to my spear object that's responsible for letting me pull it back and launch it with the mouse:
...ANSWER
Answered 2020-Sep-23 at 04:00There are a few ways to do it. You could try setting up rigidbodies and maybe joints and weighting different parts so that the tip of the spear naturally rotates the spear. More info on that here: https://answers.unity.com/questions/14899/realistic-rotation-of-flying-arrow.html
There's also another solution in that link for doing it with one line of code, making it rotate in the direction of movement.
In the top of your class, add this:
QUESTION
I have a raycast that's being rendered every frame based on 2 points, and those 2 points change position each frame.
What I need is a system that doesn't need a direction, or a number of objects, but instead takes in 2 points, and then instantiates or destroys as many objects as necessary to get the instantiated objects from one side to another minus spaceBetweenPoints
. If you wanted you could think of it as an Angry Birds Style slingshot HUD, except without gravity, and based on raycasts.
My Script:
...ANSWER
Answered 2020-Jul-26 at 00:36I hope I understood you right.
First, compute the A to B line, so B minus A. To get the number of needed objects, divide the line magnitude by the objects' spacing. You could also add the diameter of the prediction point object to avoid overlapping. Then to get each object position, write (almost) the same for loop.
Here's what I came up with, didn't tested it, let me know if it helps!
QUESTION
I am working on a game where a 2D projectile can ricochet off of walls. I currently have the object itself ricocheting just fine, however I would like an Angry Birds Style HUD (minus the gravity) that displays where the object is going to hit a wall, and show what angle it will ricochet at: (Pardon my drawing skills)
I have this system working fine on the technical side, all except for the fact because the raycast is endless, so the actual result looks like this:
So to be clear, in the end, I want the 1st raycast to go out infinitely until it hits something, and then when it generates the 2nd second raycast where the first one hit somthing, have the second raycast only go out a pre-specified distance (Maybe 3f or something like that), or until it hits something, in which case it should stop.
My Script:
...ANSWER
Answered 2020-Jul-25 at 19:19You can draw the line/path after you know if it hit an object or not:
QUESTION
I'm trying to make a little game where the user can click on a place on the page, the circle will follow to the pointer's position, and from there, the user can drag their mouse to make the circle move like a slingshot. I want the circle to be able to bounce off the walls.
However, it seems that on the circle's collision with a wall, the circle seems to 'stick' to the wall instead of bouncing right off. I think it might be because of the circle changing directions too quickly due to a rounding error? Also the top wall's collision hasn't been implemented yet because I don't think I declared the top wall div object properly.
...ANSWER
Answered 2020-Jun-10 at 22:09Two issues:
top is a reserved variable for the top level frame. Conflicts with trying to access element with id
top
, (which you should avoid depending on, use getElementById instead)Just inverting velocity will not work, because you are calculating the velocity every frame using the last mouse clicked position (which is how your easing into position works by decaying velocity as it gets closer to mouseX/Y).
The easiest way to make this work is to use the distance between mouse click outside of borders to set a new mouse clicked position inside the borders offset by distance. (Basically having the same effect as inverting the position using the border as an axis. In this case it also adds in half of the circles width to this axis that it inverts on. Using hardcoded numbers, but if wanted as an improvement calculating from actual dimensions can also be done.)
QUESTION
Would like to apologise if this is too maths based.
I have a project where I have to create an AngryBirds game with our teacher's custom game engine, however I am stuck on the maths behind the slingshot. We are not allowed to use any standard libraries. The top left is 0, 0 and the y-axis increases when you go down. The total width of the window is 1280 pixels and the height is 720 pixels. I am trying to make the bird travel further as you pull the bird further left from the sling origin which is 257, 524. I used the y value from release at the start so that the bird doesn't go somewhere else in the y-axis straight after letting go. Currently the bird increases in the y-axis, which is to be expected given that is exactly what my code does. I created a variable determining how far from the origin of the slingshot the bird is once the mouse has been let go and I would like to use this value in a speed calculation. I don't know what values to use in a quadratic formula to make the bird stay on the screen. I have tried to illustrate the window to make it clearer.
...ANSWER
Answered 2020-Apr-20 at 21:39You have two problems:
- lack of knowledge of elementary physics, related to an oblique shot.
- window origin being in top-left corner implies left the coordinate system.
For the first part, I'd suggest you read some article about an oblique shot physics, like kinematics of projectile motion.
In brief:
divide the bird motion into horizontal and vertical parts:
- horizontal part is the motion with constant speed
- vertical motion is the motion influenced by the constant force
calculate horizontal and vertical components of velocity & position independently as a function of time
- use calculated position to draw the "bird"
The second problem is easily solved by placing your coordinate system into the lower left part of the window, with y pointing up. This way you have a "right-hand" coordinate system that will be used for all calculations using equations found on the aforementioned link.
When you need to actually 'draw' the bird, use the following transformation for y coordinate:
QUESTION
I'm trying to run an R script (in particular, I am using the "getLineages" function from the Bioconductor package, Slingshot.
I'm wondering why the error "vector memory exhausted (limit reached?)" is showing up when I use this function, as it doesn't seem to be the most memory-intensive function compared to the other functions in this package (with the data I am analyzing).
I do understand that there are other questions like this on Stackoverflow, but they all suggest to switch over to the 64-bit version of R. However, I am already using this version. There seem to be no other answers to this issue so far, I was wondering if anyone might know?
The data is only ~120mb in size, which is far less than my computer's 8GB of RAM.
...ANSWER
Answered 2018-Oct-02 at 16:51For those using Rstudio, I've found that setting Sys.setenv('R_MAX_VSIZE'=32000000000)
, as has been suggested on multiple StackOverflow posts, only works on the command line, and that setting that parameter while using Rstudio does not prevent this error:
Error: vector memory exhausted (limit reached?)
After doing some more reading, I found this thread, which clarifies the problem with Rstudio, and identifies a solution, shown below:
Step 1: Open terminal,
Step 2:
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You can use slingshot like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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