bones | Mr Bones is a handy tool

 by   TwP Ruby Version: Current License: No License

kandi X-RAY | bones Summary

kandi X-RAY | bones Summary

bones is a Ruby library. bones has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Mr Bones is a handy tool that creates new projects from a code skeleton
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            kandi-support Support

              bones has a low active ecosystem.
              It has 119 star(s) with 21 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 6 open issues and 24 have been closed. On average issues are closed in 36 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of bones is current.

            kandi-Quality Quality

              bones has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              bones does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              bones releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi has reviewed bones and discovered the below as its top functions. This is intended to give you an instant insight into bones implemented functionality, and help decide if they suit your requirements.
            • display help help
            • Run the command
            • Determine if a gem is installed .
            • Run the skeleton .
            • This method is called by the mixins and returns the correct Ruby code .
            • Sends email to the user s email .
            • Add a source to the source
            Get all kandi verified functions for this library.

            bones Key Features

            No Key Features are available at this moment for bones.

            bones Examples and Code Snippets

            This method is used to clean up the bones
            javadot img1Lines of Code : 3dot img1License : Permissive (MIT License)
            copy iconCopy
            public void washTheBear() {
                //I think we missed a spot..
              }  

            Community Discussions

            QUESTION

            Youtube IFrame API Cannot Cue Specific Playlists; no Error?
            Asked 2021-Jun-15 at 13:19

            I've been using the YouTube IFrame API to shuffle multiple of my playlists together. I've got a very bare-bones HTML page with a 'next' and 'previous' button, and a bunch of javascript that loads up and plays videos and handles the button events.

            The general order of events when the script loads is

            ...

            ANSWER

            Answered 2021-Jun-15 at 13:19

            This issue appears to have resolved itself. I suspect it was a bug in the iframe api or maybe the youtube backend which has been fixed by the youtube engineers. So iframe team, if you see this, thanks!

            Source https://stackoverflow.com/questions/67888984

            QUESTION

            Touchable Opacity Requires Two Taps to Submit When Keyboard Open - Passing keyboardShouldPersistTaps to ScrollView Does Not Work - Fresh Out Of Ideas
            Asked 2021-Jun-11 at 18:04

            Sorry in advance if this seems like a repeat question.

            The issue is well-documented: I have a View component. Within that View I have a TouchableOpacity that functions as a submit button. Within the ScrollView I have a TextInput. When the user focuses the TextInput, the keyboard opens. For UX purposes, I believe the user should be able to press the TouchableOpacity and the TouchableOpacity should register the press on the first attempt. This is not the behavior. The first press closes the keyboard, and then the user must press the TouchableOpacity again in order to submit the TextInput:

            ...

            ANSWER

            Answered 2021-Jun-11 at 18:04

            As mentioned in the above edit, I'd been poking at this issue here and there for the better part of a month before I finally figured it out. Most of what I read implied that the keyboardShouldPersistTaps prop should go on the component that's the next level up from the TextInput - in my case, the ScrollView component. In my case, this was not true.

            In my case, the keyboardShouldPersistTaps prop had to go not on the next higher level component, but rather the highest level component that the user interacts with. For me, this was a SectionList, within each TextInput was rendered.

            Source https://stackoverflow.com/questions/67372073

            QUESTION

            SQL query to get number of clients with last statement equal connected
            Asked 2021-Jun-07 at 15:45

            I need to make a SQL query

            table 'records' structure:

            ...

            ANSWER

            Answered 2021-Jun-07 at 15:45

            Try something like this:

            Source https://stackoverflow.com/questions/67872616

            QUESTION

            Why is drag and drop not working in this PrimeNG tree?
            Asked 2021-Jun-07 at 11:26

            I've been using PrimeNG's Tree for some months and noticed today that drag and drop is no longer working. I get no errors, I simply can't grab hold of a node in the tree.

            I stripped the tree and data down to bare bones as shown below, to verify it is nothing funky in other parts of my code.

            This is in the angular HTML template (pretty much straight from https://www.primefaces.org/primeng/v11/#/tree/dragdrop):

            ...

            ANSWER

            Answered 2021-Jun-07 at 11:26

            Tracked it down to this that had been added in index.html!...

            Source https://stackoverflow.com/questions/67812165

            QUESTION

            KeyError: 'user' when I use sessions with templates (jinja) - Python Flask
            Asked 2021-Jun-01 at 02:07

            I'm trying to make a simple template navbar that tells non-logged in users to login or signup, and tells logged in users to log out, but I am getting a "KeyError: 'user'" error when I do so. I have no idea why this is happening since this worked for me before.

            If someone could help guide me, that would be greatly appreciated!

            Template

            ...

            ANSWER

            Answered 2021-Jun-01 at 02:07

            The error KeyError: 'user' means that your session object does not contain the key user. In your EDIT section, the issue is the same, you are missing the key in your dictionary object. You need to add the user key to your session object:

            Source https://stackoverflow.com/questions/67781467

            QUESTION

            FBX - In a FBX file, which data should I use to build the skeleton of a model and animate it?
            Asked 2021-May-24 at 19:19

            For learning purposes, I'm writing a FBX file reader in c++, in order to understand how this kind of 3D models are working. I must specify that I already successfully wrote a .x file reader in the past, so I'm comfortable with concepts like skeleton, bones and skin weights.

            At this point I wrote a code able to read and parse the FBX file content, and extract and show the basic model in its T pose. I also assume that I correctly understood the way the FBX data are structured, and how to link the elements together and rebuild the important hierarchies like the skeleton.

            However I'm a little puzzled about which data I need to use for the bones and animations. About the first ones I have a hierarchy of deformers, which each contains more or less data like that:

            ...

            ANSWER

            Answered 2021-May-24 at 19:19

            So after a month of search and headache, I finally managed to understand how all these data were working together.

            The "Lcl Translation" and "Lcl Rotation" contained in the Model structure represent a bone in the skeleton, once combined into a matrix. The models hierarchy is the skeleton itself.

            The TransformLink matrix contained in the Deformer structure is the matrix to combine with the bone matrix, to transform each vertex to their final location. Note that this matrix should be inverted before be used.

            Finally the AnimationCurve structures linked with a parent AnimationCurveNode contain the new values to apply to each bone matrix they are linked with. They contain the 3 x, y and z values which represent a new local translation or rotation over the time, where "AnimCurveNode::T" represents a translation while "AnimCurveNode::R" represents a rotation.

            I couldn't find any usage for the Transform matrix contained in the Deformer structure, as well as for the PoseNode hierarchy.

            If you're interested by the final result, my FBX reader project is available here: https://github.com/Jeanmilost/Demos/tree/master/Visual%20Studio/OpenGL/FBX

            Source https://stackoverflow.com/questions/67337479

            QUESTION

            Three.js - get current skeleton bones position during animation
            Asked 2021-May-19 at 03:09

            I have a Three.js project with an animation going on and I would like to find the skeleton bones position at different times.

            If I go for example to: https://modelviewer.dev/examples/animation/index.html and find the Three.js scene:

            ...

            ANSWER

            Answered 2021-May-19 at 03:09

            Skeletal animation (or "skinning") is applied to the individual mesh vertices on the GPU1, because there are often many more vertices than there are bones, and updating them all on the CPU would be computationally expensive.

            However, the transformations of the bones themselves are computed on the CPU in three.js. The distinctions that may not be obvious here are:

            1. The .position property of the bone, inherited from THREE.Object3D's .position property, is a local position, relative to the position of its parent, and its parent, and so on.
            2. Most skeletal animation operates by rotating, not translating, individual bones. For example, a rotation of the shoulder will have the effect of both translating and rotating the descendants of that bone (i.e. the rest of the arm).

            Putting all of this together, what you want to find is the world position rather than the local position of a particular bone. The Object3D parent class has a method to help with this, object.getWorldPosition:

            Source https://stackoverflow.com/questions/67510300

            QUESTION

            npm install: npm ERR! invalid json response body at https://registry.npmjs.org/axios reason: Unexpected end of JSON input
            Asked 2021-May-10 at 08:25

            I have a gatsby portfolio application and had to do some updates to it. Then cloned it from github and had to install dependencies. When i run npm install i have the error log below:

            ...

            ANSWER

            Answered 2021-May-10 at 08:25

            This is not a problem from your side. It is not a problem of package.json. In the ERR, the URL https://registry.npmjs.org/axios (last line of the error message) gives a JSON response which is flawed. See the below image. The JSON validation fails. They must resolve this.

            Try running

            Source https://stackoverflow.com/questions/67466148

            QUESTION

            How to work with variables in KIVY and Python across widgets and screens
            Asked 2021-May-09 at 02:35

            I am a beginner programmer looking to improve - I've made some pretty cool Python games with pyGame - and now found an interest in KIVY! The separation of logic and layout is great. But as a non-seasoned veteran in OOP, I am pretty much going crazy at this point. I don't know how to connect all the different parts. Most KIVY tutorials I can follow are basic and concentrate mainly on design - which is fine, but when it comes to putting real meat on the bones, there isn't much to go with.

            (Then there are the ones that seemingly build GUI's for the Mars Curiosity rover - those are way over my head). I do grab bits and pieces of knowledge in the process, but my code, and my brain, ends up suffering from too many different approaches and programmer styles colliding together. [hopefully that makes some sense] I wonder if fundamentally I need to start from scratch and throw out bad advice?

            In the code below I've set up a simple KIVY gui with two screens. Page one increments a variable "A", page two increments the variable "B". I am able to retrieve and display the values of both variables from each KV 'screen' because they belong to the same root screen-Manager class. But I haven't been able to figure out how to grab and manipulate the same variables in a popup window, since that isn't under the screen-Managers jurisdiction. (Somewhere in some tutorial, I learned to create a popoup in KVlang using the Factory import.) But if I want to set "A" = 0 in a popup, I am stumped. Should I use __init__, global variables, app, App.get_screen, parent/child assert, id,kv properties, bind.

            Is resetting "A" & "B" to zero from the popup on either screen something easily accomplished? Am I far off base? How about changing the "B" value from a button on page one, or the "A" value from a button on page two?

            test.py

            ...

            ANSWER

            Answered 2021-May-09 at 02:35

            You can use the app keyword in your rule to reference the SampleApp instance an then the ids to get to the Screens. Like this:

            Source https://stackoverflow.com/questions/67444630

            QUESTION

            Invalid HTTP response from webserver through port forward on modem
            Asked 2021-May-03 at 14:50

            I'm currently building an embedded device that uses the open source light-weight IP package (lwIP) to host a static webserver to clients using html files and http requests. lwIP is somewhat different than a normal webserver because it is bare bones and configured to serve these files through a NOSYS declaration.

            In an extremely simple scenario, I'm trying to host this file (index.html):

            ...

            ANSWER

            Answered 2021-Apr-29 at 15:24

            What you have pasted are the request headers that your browser sends to the server. The problem is with the response headers that the embedded server sends back. In particular the Content-Type header isn't correct. It should look something like:

            Source https://stackoverflow.com/questions/67318906

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

            Vulnerabilities

            No vulnerabilities reported

            Install bones

            You can download it from GitHub.
            On a UNIX-like operating system, using your system’s package manager is easiest. However, the packaged Ruby version may not be the newest one. There is also an installer for Windows. Managers help you to switch between multiple Ruby versions on your system. Installers can be used to install a specific or multiple Ruby versions. Please refer ruby-lang.org for more information.

            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 .
            Find more information at:

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            CLONE
          • HTTPS

            https://github.com/TwP/bones.git

          • CLI

            gh repo clone TwP/bones

          • sshUrl

            git@github.com:TwP/bones.git

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