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itch.io is a R library typically used in Data Processing, Stream Processing, React, Ruby On Rails applications. itch.io has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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              itch.io has a low active ecosystem.
              It has 155 star(s) with 17 fork(s). There are 20 watchers for this library.
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              It had no major release in the last 6 months.
              There are 570 open issues and 608 have been closed. On average issues are closed in 188 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of itch.io is current.

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              itch.io has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              itch.io code analysis shows 0 unresolved vulnerabilities.
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              Check the repository for any license declaration and review the terms closely.
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            Community Discussions

            QUESTION

            Why is TIC-80 giving me the attempt to index a nil value error?
            Asked 2021-Dec-17 at 09:44

            So I am building a game for a game jam over at itch.io, and I'm using this really neat Fantasy Console called TIC-80, found at tic80.com. My issue is that while I understand what the error message is and what it means, I don't understand as to why it's giving me this error.

            Error Message (In the TIC-80 console):

            ...

            ANSWER

            Answered 2021-Dec-17 at 09:44

            Let's take a look at your bullet handling

            First call to TIC:

            bullets is 0. We add one bullet into bullet[0]

            Second call:

            bullets is 1. We add one bullet into bullet[1]. Now, as bullets > 0 we enter the bullet physics if statement.

            We do some calculations to that bullet and increment bullet[0].t

            The following calls we do the same. We add a bullet and process all but the new bullet as we did above. When a bullet's t field becomes > 16 we remove it from bullet.

            So first we remove the oldest bullet bullet[0]. But in the following call we again start our loop at i = 0. so bullet[i] is nil and hence indexing it in bullet[i].x causes the observed error.

            Side note:

            This makes no sense.

            Source https://stackoverflow.com/questions/70386252

            QUESTION

            running .x86_64 file on linux chromebook returns error: no such file or directory
            Asked 2021-Dec-04 at 20:27

            I am trying to run a linux game on my chromebook(the game can be found here https://bitbrain.itch.io/cave/download/eyJleHBpcmVzIjoxNjM3MjU1OTkwLCJpZCI6NzExNTc5fQ%3d%3d.hggqT%2fhX%2bV6ybeo2kdXBWZa4xCQ%3d) I have executed the following commands: sudo su /cave.x86_64

            however, when I run the last command, I just get an error saying that no such file or directory exists. Please help me.

            ...

            ANSWER

            Answered 2021-Dec-04 at 20:27

            To start with; run the following to ensure that the commands you used aren't the problem

            Source https://stackoverflow.com/questions/70024148

            QUESTION

            Unity: When my Player touches another object it gets a wierd constant pushback motion
            Asked 2021-Nov-05 at 17:08

            I have a weird problem and cant seem to fix it

            i was creating my first game in unity and i was testing around a bit after creating a movement system and whenever i touch another object (it doesnt matter if it has a rigidbody or not) my player suddenly starts moving on its own.

            i have a video showing what exactly happens: https://youtu.be/WGrJ0KNYSr4

            i have tried a few different things already and i determined that it has to do something with the physics engine because it only happens when the player isnt kinematic, so i tried to increase the solver iterations for physics in the project settings but the bug was still happening so i looked for answers on the internet yet the only thing i found was to remove Time.deltaTime tho it still didnt work. I have found that it seems to happen less though when the player is moving fast.

            i would really appreciate if somebody could help me with this since its my first real game and im creating it for the Seajam thats happening on itch.io.

            here is the code for my playercontroller script:

            ...

            ANSWER

            Answered 2021-Nov-05 at 17:08

            Try not locking the player's rotation by script, maybe it is causing the problem due to gimbal lock. Instead go to your player's RigidBody->Constraints and then lock it. You can read more about it here https://fr.wikipedia.org/wiki/Blocage_de_cardan

            Source https://stackoverflow.com/questions/69828809

            QUESTION

            how to automatically generate a unique c++ class based on a file
            Asked 2021-Oct-24 at 16:38

            let me preface this question by saying I have no idea if I'm asking the right question. I'm pretty new to c++ and I haven't gotten all of its nuances down yet, but I have coded in other OOP languages for nearly 7 years.

            I originally asked: Is there a way to take a text file and automatically generate c++ code? If yes, how do I do that? What are some resources that explain the process?

            but to clarify, what I really want is: Is there some way to take a text file, or other file type (like json) and use it to generate a compiled c++ class, or other compiled object, that can be interfaced with c++?

            The final result doesn't need to be human readable, and it can be system specific. I want to be able to do this at compile time. It does not have to happen at run time. I will know at run time what classes I need. It's just that the classes I will be making (and there will be a lot of them) are all very similar, and just deviate in a few key places. So I want a way to tell the computer the important stuff (which may only take 5 or 6 lines of code), and have it generate the other 30 lines of boiler plate code.

            I'm making a game engine, and I am trying to design a system that allows me to plug and play with systems, without having to write a lot of boiler plate code.

            Someone commented that I should make the example simpler. So here goes.

            I'm trying to build a system that takes a text file input and builds me a compiled c++ binary. It doesn't have to be a text file, and it doesn't have to be specifically c++, as long as it can interface with c++ (relatively easily). This is to decrease the amount of boiler plate code, and number of short kinda useless c++ files that are all almost identical.

            For example having a file called example.txt which looks like this.

            ...

            ANSWER

            Answered 2021-Oct-24 at 15:58

            You can't add new classes to your application after it is built (compiled and linked in to exe file).

            Technically you can use C to write your own language, that's how they made Python or Java. Just use those to start with if that's the right tool. It'll take 400 years to write something like that on your own.

            External binaries can be used. You have to link to them during build time. Libraries usually use the C interface, it's easy to find a function by unique name and call it. To use the c++ libraries, both your application and library have to be built by the same c++ compiler, same compiler version and setting. This is useful, for example, to access standard libraries.

            Normally you want to avoid writing libraries for your own application. Just write as many classes as you want in single executable, run it with different parameters.

            You can write classes for game, player, ball, etc. Save the previous state in file and read it again. cgame can have its own cplayer, cball etc. This will fit every situation.

            C++ doesn't have functionalities like Javascript which can recognize onclick() as a command. You have to save the string "onclick" in a file, read it, parse it, and interpret it yourself.

            The closest thing is saving plain data structure:

            Source https://stackoverflow.com/questions/69684527

            QUESTION

            Why does exporting to Unity WebGL change the speed of objects in my game?
            Asked 2021-Oct-03 at 12:24

            GOAL
            So I have a space-invaders type game I have made to practise unity and I want to upload it to Itch.io as I have done in the past. This is a clip of the game.
            I switched platforms to WebGL in Build Settings etc, and everything worked fine in Unity.

            PROBLEM
            However when I built it and uploaded the zip file to Itch.io, the aliens are now a lot faster than usual.
            (Be aware there may be other things that have changed, I just haven't been able to get to them since it is extremely hard).

            CODE

            Alien movement:

            ...

            ANSWER

            Answered 2021-Oct-03 at 12:24

            If you use physics you should

            • not set or get values via Transform at all
            • do things in FixedUpdate

            In general though in your case instead of using

            Source https://stackoverflow.com/questions/69420419

            QUESTION

            Trouble with a Unity 2D movement script
            Asked 2021-Aug-22 at 00:18

            I am working on my new unity project to release it on itch.io. When I write this code that my friend gave me (he is also making a platformer) it gives me the same error:

            Assets\Scripts\PlayerMovement.cs(13,57): error CS1061: 'Rigidbody2D' does not contain a definition for 'Velocity' and no accessible extension method 'Velocity' accepting a first argument of type 'Rigidbody2D' could be found

            I don't know what all of this means.

            ...

            ANSWER

            Answered 2021-Aug-22 at 00:18

            RigidBody2D's property velocity is with a small letter v.

            rb.velocity = movement;

            rb.velocity.y

            Also, I can see that your Update() method has a lowercase u. It should be capitalized as such:

            Update() {

            Source https://stackoverflow.com/questions/68877529

            QUESTION

            script doesnt work fully after build (Unity / C#)
            Asked 2021-Jun-30 at 11:58

            So yesterday I finished my first game for a gamejam, I build it and uploaded it to itch.io. But when I got back to that todat I saw a message of someone who said that my player movement didnt work, while it did inside unity itself. After playing the build I also noticed that is doesnt work. But I just cant find out why not, so what are possible that make it dont work.

            ...

            ANSWER

            Answered 2021-Jun-30 at 11:58

            The problem was that the force was big enough for the editor but not for the build version, increasing the force that got added to the player solved this problem.

            Source https://stackoverflow.com/questions/68178435

            QUESTION

            How do you make a gameobject stay on top of another?
            Asked 2021-Apr-20 at 22:56

            I'm working on the full version for a puzzle platformer I made, where you switch between players, and in this case(or problem, idk), carry other players that aren't being controlled.

            Basically I want the controlled player to be able to carry another player on it's head, and stil be able to jump as high. In the game jam version, I just set the rigidbody mass to zero and made the velocity the same as the cube under it. But now, if I do that, whenever I move, the player on top gets flung extremely fast and teleports around. Not exactly what I wanted.

            I've tried making them both apply force for moving and jumping, but the top one jumped of the bottom one, and then they met in the air and the top one jumped again. I also tried using a fixed joint, but the movement was way too fast and broken, and they stuck together too well. I tried applying more force, but the top cube just jumped really high. I just can't win.

            On top of that, whenever the top cube falls on the bottom cube in the air, the top one almost bodyslams the bottom one into the ground - they fall really quickly.

            What I want is for the top cube to sit nicely on the bottom cube WITHOUT GOING HIGHER THAN THE BOTTOM CUBE, just sitting on it, without making the jump lower, but to also easily be removed by a block pushing it off, and the bottom player jump going under it.

            EDIT: Tried parenting the cube did not work, instead I got wierd glitches.

            EDIT 2: I tried FixedJoint2D with a slightly different setup, and sometimes it works, but other times it breaks for no reason and the movement is wierd. Like... You're not supposed to jump that high. Code:

            ...

            ANSWER

            Answered 2021-Apr-09 at 00:15

            First disable all that can move your top object, like rigidbody (make it isKinematic). Then you can parent the top object to the bottom object (or maybe to an empty or bone on it's head) and thats it! When you parent an object to another, the parent will move the child. For parent in code use "topObject.transform.SetParent(bottomObject.transform)" And for un parent use "topObject.transform.SetParent(null)"

            Source https://stackoverflow.com/questions/67013344

            QUESTION

            Can I change WebSocket from ws to wss? (000webhost)
            Asked 2021-Jan-01 at 18:12

            I had built a website as a dashboard (using 000webhost) to change the data in mySQL database via php which was working fine right now. After that, I have a Unity WebGL build uploaded on itch.io which was working fine as well until it need to get data from the database via php. When I was intended to get the data via accessing php files store in the 000webhost server, I got the following error show up in the web console from the accessing website.

            Mixed Content: The page at 'https://.itch.io/' was loaded over HTTPS, but attempted to connect to the insecure WebSocket endpoint 'ws://:54998/'. This request has been blocked; this endpoint must be available over WSS

            The link I was using to access the php files was using https instead of http. I am still new to these area, I would like to know can I change the WebSocket endpoint to wss instead of ws? Do I need a paid plan to solve this? I did saw that the Single Hosting plan did offer free SSL certificate. Please help me, I am open for any suggestion/advice, Thank You.

            ...

            ANSWER

            Answered 2021-Jan-01 at 09:53

            The Websocket Server itself need to setup the SSL Certificate. If it doesnt, you need a reverse proxy like nginx or apache to handle the SSL and forwarding to the unencrypted ws:// websocket.

            Anyway, the websocket should run on default port 443/80 as well, since many firewalls are blocking non default ports for security reasons. In this case you will need the reverseproxy if you dont have a dedicated IP for the websocket server.

            Source https://stackoverflow.com/questions/65528039

            QUESTION

            How do I make use of a third-party java library github project?
            Asked 2020-Dec-30 at 20:20

            When there's no obvious compiled jars provided on a github project page, I've been downloading the clear code and kludging them into subdirectories in my codebase to make use of third party code (or, most of the time, just not using the code at all). I know that's not the right way to go about this; what is?

            There's a popular post about importing github projects into Eclipse: Importing a GitHub project into Eclipse ...and I've recently learned how to make my own projects depend on one another. Is this the practice, then, to fill up your workspace with projects you're not actually going to work on, so that you can declare dependencies? I remember making dependency references to web resources in the past (itch.io, maybe?) in some configuration, where I didn't have to go download the code. Is there a more elegant solution like that for github?

            I'm using Eclipse, and the current library I'd like to use is: https://github.com/FasterXML/jackson

            ...

            ANSWER

            Answered 2020-Dec-30 at 20:20

            If you're trying to just use FasterXML, the jars are hosted on MvnRepository as well as a lot of other projects.

            If a github project's artifact isn't available on MvnRepository or some other online repository you could potentially clone, build the war/jar file yourself, and then manually import it into your project instead of copy and pasting code directly into your project. This would give you access to the library.

            Source https://stackoverflow.com/questions/65512963

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