shotgun | Ready to go Rails App with TailwindCSS ViewComponent | Application Framework library

 by   andrewmcodes Ruby Version: Current License: MIT

kandi X-RAY | shotgun Summary

kandi X-RAY | shotgun Summary

shotgun is a Ruby library typically used in Server, Application Framework, Ruby On Rails, Tailwind CSS applications. shotgun has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Ruby on Rails application initialized with all the good stuff. Use at your own risk or we welcome pull requests. I will be working on a roadmap soon.
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            kandi-support Support

              shotgun has a low active ecosystem.
              It has 22 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 20 days. There are 19 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of shotgun is current.

            kandi-Quality Quality

              shotgun has 0 bugs and 0 code smells.

            kandi-Security Security

              shotgun has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              shotgun code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              shotgun is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              shotgun releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              It has 1028 lines of code, 32 functions and 98 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed shotgun and discovered the below as its top functions. This is intended to give you an instant insight into shotgun implemented functionality, and help decide if they suit your requirements.
            • Authorize the service
            • Sets the user for the user .
            • Connects the session data to the session .
            • Gets the attributes of a service instance .
            • Creates a new user
            • Authorizes the GitHub .
            Get all kandi verified functions for this library.

            shotgun Key Features

            No Key Features are available at this moment for shotgun.

            shotgun Examples and Code Snippets

            No Code Snippets are available at this moment for shotgun.

            Community Discussions

            QUESTION

            Using Javascript to drag-and-drop an image into an unordered list
            Asked 2022-Mar-18 at 10:38

            So, I've been warned that some of my past questions have not been well-received, and I'm in danger of being blocked from asking any more. I hope that this question is well-received and that it doesn't result in me being blocked from asking more questions! I'll do my very best to formulate it as a clear and useful question.

            What I'm trying to do is create javascript to click-and-drag images into nested lists. I've read HTML Drag and Drop between multiple Unordered Lists and How to drag and drop into an html unordered list, and neither addresses what I'm trying to do.

            The images I want to click-and-drag represent items--some items can contain other items while others cannot. For instance, a Single-Barrel Shotgun can contain Shotgun Ammo, but Shotgun Ammo cannot contain anything.

            I've created a jsfiddle, https://jsfiddle.net/pjamesnorris25/9f0y8edz/76/, to facilitate some javascript wizard helping me with this. And because I have, I'm not going to post the javascript here unless someone asks me to do so.

            My javascript works if you click-and-drag the shotgun to the "Left Shoulder" in the image of the generic person below the "Shotgun Ammo" and "Single-Barrel Shotgun" images in the upper right-hand corner. That is, when you do so, the text "Single Barrel Shotgun" appears below the "Left Shoulder" in a of its own denoted by a box around the text--the box indicates that "Single Barrel Shotgun" is a container into which you can drag other items, in this case, "Shotgun Ammo".

            Prior to dragging the "Single-Barrel Shotgun" graphic to the "Left Shoulder" container, my HTML looks like this:

            ...

            ANSWER

            Answered 2022-Mar-18 at 10:38

            So, I'm not sure if my reasoning is correct here, but I think the reason my javascript wasn't working was that it was looking for the id for the inner-most span to which I was trying to drag the "Shotgun Shell", i.e.:

            for which there was no id.

            So, I wrote my javascript to add an id to every div and span daughter of id="Single_Barrel_Shotgun_1-span" like so:

            Source https://stackoverflow.com/questions/69338110

            QUESTION

            Fandom-py: Unable to get image by using page.images[0]
            Asked 2022-Feb-01 at 09:46

            I'm using fandom module in python for my discord bot. I get this error when I request data by using page.images[0]. It should be an image url. This is the page I want to get.

            ...

            ANSWER

            Answered 2022-Feb-01 at 09:46

            I fixed it by using pymediawiki module.

            This code that use mediawiki can replace fandom module by changing the api of wiki.

            Source https://stackoverflow.com/questions/70863772

            QUESTION

            JS: this.constructor shorthand (calling static methods from non-static)
            Asked 2022-Jan-18 at 21:15

            I have a JS class with utility static methods. Consider the following case:

            ...

            ANSWER

            Answered 2022-Jan-18 at 18:41

            You could make a more concise alias for constructor at the parent class level. Not sure if this is enough of an improvement to make it worthwhile...

            Source https://stackoverflow.com/questions/70760674

            QUESTION

            Polymorphism in Unity with mono-behaviour
            Asked 2022-Jan-10 at 15:30

            I have a problem with polymorphism in unity. I want to create a abstract base "Gun" class to represent guns in my doom-clone game. Next i want to create some children classes like "shotgun","pistol" and so on then make for example list of "Guns" when i store each children. But when i want to do this i need to derive from my base "Gun" class, and not from mono behaviour. That way i cannot store references to for example animator, or audio Source in my children scripts like Shotgun. I want the sound of shotgun to be stored inside shotgun script, so when i want to play it i just call specific object method. But without mono behaviour it seems impossible. I don't think scriptable objects solve my problem either. What should i do then?

            ...

            ANSWER

            Answered 2022-Jan-10 at 15:30

            QUESTION

            Problem accessing a node from a class [GDScript]
            Asked 2022-Jan-03 at 18:45

            I encountered some difficulties while studying Godot.

            I'm trying to add a shotgun class (Shotgun.gd). I have a function in the class that creates several RayCasts, a function that checks what they encounter and a function that calls these functions one by one. If I call these functions from the class where they are declared in the _process() function, everything works fine, but if I call these functions in another script, like Player.gd, it finds nothing when checking for RayCasts.

            P.S Sorry for the sloppy translation, English is not my native language

            Part of the code from the shotgun class (Shotgun.gd)

            ...

            ANSWER

            Answered 2022-Jan-03 at 18:45

            I'll venture to say that it is probably correct they collide with nothing.

            Enable "Visible Collision Shapes" in the "Debug" menu, so Godot shows colliders in runtime (including enabled RayCasts), and check they are being positioned correctly.

            I can think of a couple possible problems:

            • You are adding the RayCast before positioning it. This is not always a problem, and it is probably not a problem in your case. However, it might register a collision when added, before moved.
            • You are scaling the RayCast. This should not be a problem. However, there have been bugs related applying a scaling directly on collision shapes… So, I will avoid this, just to be safe.

            A suggestion: Add a Position node, child of your Shotgun, marking the origin for the RayCasts. Then you can copy the global transform of the Position to the global transform of the RayCasts - and then apply the random rotation - before adding them as children. This should make it easier to update the position if you need to (e.g. if you changed the shotgun model, you can mode the Position node accordingly). It should avoid any typos when writing the coordinates in the code. And it should avoid the pitfalls mentioned above.

            I'll remind you you are supposed to check is_colliding. I guess you are not doing it for demonstration purposes.

            I'll also remind you that the RayCasts update with the physics frame. So, when calling the RayCast from somewhere other than _physics_process you are getting what they registered last physics frame (i.e. just before _physics_process ran last). You can make Godot update the RayCast by calling force_raycast_update on them.

            If you don't need the RayCasts often, having them update every physics frame might be overkill. In that case, you might be interested in checking like this: get_world().direct_space_state.intersect_ray(start, end). See PhysicsDirectSpaceState. However, using RayCast should work. Using intersect_ray is only an optimization.

            Unrelated: if you want to guarantee an uniform probability distribution distribution from the random functions, call randomize once at the start, instead of once per iteration. This is probably not noticeable anyway.

            Source https://stackoverflow.com/questions/70569644

            QUESTION

            Java a way to get from an angle the atan2 value (alpha)?
            Asked 2021-Dec-31 at 19:09
              double dx = mx - px;
                double dy = my - py;
                double alpha = Math.atan2(dy, dx);
                float angle = (float) Math.toDegrees(alpha);
                angle += 10;
            
            ...

            ANSWER

            Answered 2021-Dec-31 at 19:09
            double newalpha = Math.toRadians(angle);
            

            Source https://stackoverflow.com/questions/70541352

            QUESTION

            How to create a pie menu in Unity 3D for switching weapons?
            Asked 2021-Dec-31 at 09:41

            Long story short, I'm trying to create a UI panel where you hold and drag your mouse wheel button and select the option you want (while holding that button). So it is a pop-up menu that is triggered when you press the mouse wheel button. When you release the button, there are 2 possible situations:

            1. You didn't move your cursor to a valid position. The pop-up menu is closed.
            2. You moved your cursor to a valid position. You triggered an option from this pop-up menu.

            To give you an example, the weapon switch system in, say, Tomb Raider does this similarly. It looks like a roulette, you hold the button then move your cursor to a certain location that "belongs" to, say, shotgun. Then you release the button, the menu is closed and now you are equiped with a shotgun. Right now, the pop-up panel kinda works. However it's not a hold-release mechanism but a click mechanism. You click the button once, then the menu pops up and stays there.

            How do you do that in Unity3D?

            Here is my script so far:

            ...

            ANSWER

            Answered 2021-Dec-31 at 09:27

            First of all, what you are cresting is called a pie menu. You could create a script for the buttons inside your pie menu. Then let that script inherit from MonoBehaviour, IPointerEnterHandler and IPointerExitHandler. These interfaces force you to implement the following methods:

            Source https://stackoverflow.com/questions/70540686

            QUESTION

            Obtaining data from NCBI gene database with R
            Asked 2021-Dec-14 at 11:55
            Rentrez package

            I was discovering rentrez package in RStudio (Version 1.1.442) on a lab computer in Linux (Ubuntu 20.04.2) according to this manual. However, later when I wanted to run the same code on my laptop in Windows 8 Pro (RStudio 2021.09.0 )

            ...

            ANSWER

            Answered 2021-Dec-14 at 11:55

            The node pre is not a valid one. We have to look for value inside class or 'id` etc.

            webElem$sendKeysToElement(list(key = "end") you don't need this command as there is no necessity yo scroll the page.

            Below is code to get you the sequence of genes.

            First we have to get the links to sequence of genes which we do it by rvest

            Source https://stackoverflow.com/questions/70317932

            QUESTION

            Logical OR operators throws a syntax error here in JS - where am I going wrong?
            Asked 2021-Dec-04 at 00:03

            Logical OR operators throws a syntax error here in JS - where am I going wrong?

            ...

            ANSWER

            Answered 2021-Dec-04 at 00:03

            You're missing a parentheses on the if statement.

            Source https://stackoverflow.com/questions/70221919

            QUESTION

            How to find line index then rewrite it in bash
            Asked 2021-Nov-22 at 15:49

            Hello I have a simple problem I need to find specific lines in txt file they have to contain 'LG' which look like this:

            ...

            ANSWER

            Answered 2021-Nov-22 at 15:20

            You may do this in a single sed:

            Source https://stackoverflow.com/questions/70067667

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

            Vulnerabilities

            No vulnerabilities reported

            Install shotgun

            Please take note that we are using main as the base branch.

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