nightlies | Tool to trigger nightly builds on Travis CI | Continous Integration library

 by   coderanger Ruby Version: Current License: Apache-2.0

kandi X-RAY | nightlies Summary

kandi X-RAY | nightlies Summary

nightlies is a Ruby library typically used in Devops, Continous Integration applications. nightlies has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Nightli.es provides automatic nightly builds for Travis CI.
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              nightlies has a low active ecosystem.
              It has 67 star(s) with 3 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 7 open issues and 6 have been closed. On average issues are closed in 66 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of nightlies is current.

            kandi-Quality Quality

              nightlies has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              nightlies is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

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

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of nightlies
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            nightlies Key Features

            No Key Features are available at this moment for nightlies.

            nightlies Examples and Code Snippets

            No Code Snippets are available at this moment for nightlies.

            Community Discussions

            QUESTION

            LibGDX raycast does not collide with Box2D static object
            Asked 2021-May-22 at 20:37

            I'm trying to implement a simple AI for a 2D game in libGDX. The AI should make an enemy follow the player if the player is in range and if the enemy can see the player. To determine whether the enemy can see the player I'm using a raycast.

            Now my problem is, that the raycast does not seem to collide with a static body in the Box2D world.

            (It's just an assumption, that the static body is the problem, because it's working fine with a dynamic body)

            The Question

            Do raycasts in libGDX collide with static bodies by default? Or is there an other way to make a raycast collide with static bodies?

            I couldn't find any information on this in the libGDX wiki or in the API.

            What I've tried so far

            I've tested the raycast AI with a dynamic body in between the enemy and the player:

            Here the enemy with the raycast AI (the one in the upper left) is not moving towards the player (in the lower right) because there is a dynamic body in between them (the other enemy in the middle), which is correctly colliding with the raycast.

            But if I put a static body in between the enemy and the player the raycast won't detect the static body, but only the dynamic body (that should be found later than the static body):

            Here the static body in the middle is not detected by the raycast.

            I've also tested to use setSleepingAllowed(false) on the static body, to make sure it's not just sleeping. But that also didn't fix it.

            ...

            ANSWER

            Answered 2021-May-22 at 20:37

            In box2d, RayCasts should collide with static bodies, so your problem is probably somewhere else.

            Keep in mind that the raycast callback is not reporting the fixtures in order of the distance to the start point. Instead the order is random and you have to handle that in you callback. If this is not the problem, you might want to add some code to the question.

            Source https://stackoverflow.com/questions/67650011

            QUESTION

            How do I read this Generics correctly from JSON?
            Asked 2020-Aug-19 at 00:58

            I'm reasonably confident in my first generics container, but stuck on how to word the casting on the client side. This is what was working before I got involved in learning stuff:

            ...

            ANSWER

            Answered 2020-Aug-18 at 17:07

            TL;DR:

            Proposed Fix…

            1. System.out.println( new Json( ).toJson( new JSONContainer<>( ... ) ) to see the correct string format of a JSONContainer's JSON.
            2. Make sure your result input argument to Json.fromJson(Class, String) is in the same format printed out in 1.
              • e.g. {myObject:{class:CommonNoun,cid:{oid:139},name:Jada Pinkett Smith,form:69},children:[{myObject:{class:CommonNoun,cid:{oid:666},name:Jaden Pinkett Smith,form:-666},children:[]},{myObject:{class:CommonNoun,cid:{oid:69},name:Willow Pinkett Smith,form:69},children:[]}]}

            The long answer

            My IDE doesn't care for this phrasing, noting:

            Source https://stackoverflow.com/questions/63462039

            QUESTION

            NodeJS getting Promise result from Console
            Asked 2020-May-08 at 15:38

            If I want to get the result of a Promise from my node-testing console, how would I do that?

            eg.

            ...

            ANSWER

            Answered 2020-Apr-18 at 21:14

            when you create a promise object you should use this syntax

            Source https://stackoverflow.com/questions/61295186

            QUESTION

            Trying to build VLC for Unity3D
            Asked 2020-May-03 at 03:48

            I have been trying to get the VLC plugin for Unity3D to build. It is found here: https://code.videolan.org/videolan/vlc-unity/blob/master/README.md

            I am trying to do this on Debian 10 (buster).

            The first instruction was to: Download and install https://github.com/mstorsjo/llvm-mingw on latest Debian (WSL or otherwise). Add it to path.

            I believe I have done that part successfully.

            Next is to: Download VLC nightly build and adjust if need be vlc-4.0.0-dev/sdk/lib path to LDFLAGS in Common.mk

            This is where my issue is. I've done the snap install of the nightly build, I've downloaded the source with a -dev in name from here: https://nightlies.videolan.org/build/source/

            I've also tried to use the master-daily PPA.

            But I still cannot find any vlc-4.0.0-dev/sdk/lib path.

            I have tried to set the LDFLAGS to some of the vlc lib folders I have, but every time I build I get this error:

            ...

            ANSWER

            Answered 2020-Feb-18 at 03:00

            Since this plugin is currently Windows-only, I'm assuming you are targeting Windows.

            Download a nightly from https://nightlies.videolan.org/build/win64-llvm/last/

            You will find the libs at vlc-4.0.0-{date}-dev-win64.7z\vlc-4.0.0-dev\sdk\lib\

            Source https://stackoverflow.com/questions/60216520

            QUESTION

            Is there a way to install pyarrow nightly builds with conda?
            Asked 2020-Apr-12 at 03:21

            I'm trying to install pyarrow's nightly builds with conda using arrow-nightlies channel to experiment with the latests code in Github's master branch. Conda's version is 4.8.3. The target environment has python 3.8 on MacOS

            When I run conda install I get the following error:

            ...

            ANSWER

            Answered 2020-Apr-12 at 03:21

            This is a bug in conda. Downgrading conda as described here works.

            After downgrading, conda reveals the following dependencies which were not reported before:

            Source https://stackoverflow.com/questions/61058057

            QUESTION

            LibGDX Skin additional resource dependencies issue
            Asked 2019-Dec-05 at 12:04

            I was wondering if I am doing something wrong (most likely) or if there is an issue with LibGDX SkinLoader regarding additional resource dependencies.

            According to the documentation of SkinLoader.SkinParameter you can pass an additional ObjectMap to define resources that the skin depends on.

            I wanted to use that for bitmap fonts because I am creating them at runtime out of a .ttf file to be able to create the correct font sizes for the correct density/size of the target device's display.

            Here is an example program that causes the issue:

            ...

            ANSWER

            Answered 2018-Feb-17 at 10:19

            I have got the answer that I needed. Actually it is not an issue with the asset manager. It is an issue with the Skin class.

            Look at the dispose method:

            Source https://stackoverflow.com/questions/48761080

            QUESTION

            What version of ffmpeg is bundled inside electron?
            Asked 2019-Jun-12 at 18:12

            The prebuilt electron binaries for Windows include the file ffmpeg.dll. How can I determine what version of the underlying ffmpeg library is actually compiled to produce this dll? I need this information to understand what known vulnerabilities (CVE's, etc) might be in a given version of electron via ffmpeg.

            As I understand it, the ffmpeg dll itself is taken from https://github.com/electron/nightlies/releases/ when I download my dependencies (I'm using electron-prebuilt-compile). But I'm not getting a clear picture of what the source for that binary is. I think it might be from https://chromium.googlesource.com/chromium/third_party/ffmpeg/ but then I'm not clear on the relationship of that repo with the original ffmpeg repo (e.g. how often are fixes merged from the ffmpeg repo to the chromium third-party repo, etc.)

            I tried searching the content of the dll as per cody's suggestion, but no luck:

            ...

            ANSWER

            Answered 2018-Dec-28 at 20:12

            Search for it using strings, which is part of GNU binutils or available on Windows as a Sysinternals utility.

            It appears that it simply follows the pattern FFmpeg version x.x, as shown below, where I search the avcodec.dll that is part of the 4.1 shared release build for Windows:

            Source https://stackoverflow.com/questions/53963672

            QUESTION

            GLSL shader circle is wobbling as it changes size in LibGDX
            Asked 2019-May-15 at 17:34

            In LibGDX, I created a shader to do a transition effect where a circle forms over top of the image, where everything outside the circle is black, and everything inside the circle shows up as normal. This circle starts out big and shrinks to nothing. But I have a problem, as the circle is shrinking, it wobbles around. I also found I had this problem when using a ShadeRenderer to create a circle that also shrank over time, before using a shader. I think the problem as something to do with floating point numbers, or the way that circles are rendered. Anyway, I need to know, how do I fix it, so that I can get the circle to shrink smoothly?

            Here is a gif demonstrating my problem of the wobbling circle (which I need to be smooth): my wobbling circle

            Here is my Fragment Shader Code:

            ...

            ANSWER

            Answered 2019-May-15 at 17:34

            So I found the problem, and stupid me! I was re-entering the transition scene every frame, once it started. I fixed it by using a boolean flag to tell me if the transition had started, and only starting the transition if that boolean flag wasn't set yet. Then later, at a point, after the transition had completed, I set that boolean flag back to false, so the transition could occur again!

            Source https://stackoverflow.com/questions/56149670

            QUESTION

            prevent arrow from being "fatter" when longer when created with ModelBuilder.createArrow
            Asked 2019-Mar-08 at 07:01

            In my libgdx android app I'm creating arrows with the following code

            ...

            ANSWER

            Answered 2019-Mar-08 at 07:01

            One solution would be to calculate the distance between the two vectors representing the start and end of the arrow, then pass that value in to the capLength and stemThickness multiplied or divided by a constant (or two).

            Source https://stackoverflow.com/questions/55047175

            QUESTION

            Caveats of returning anonymous records instead of tuples
            Asked 2019-Jan-22 at 22:38

            Consider the following (general, could be publicly available in a library) utility function for parsing a string as HTTP Basic credentials and returning the username and password:

            ...

            ANSWER

            Answered 2019-Jan-22 at 22:38

            I haven't used anonymous records much but I believe the main limitation is that you can't write functions that take them as inputs. This severely limits their use as application-wide data to be passed between functions, and that's an intentional design choice.

            They will be more useful as a convenient way to store transient data within a function or a script file.

            Correction:

            It is possible to take them as inputs. Here's an example:

            Source https://stackoverflow.com/questions/54310969

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

            Vulnerabilities

            No vulnerabilities reported

            Install nightlies

            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 .
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          • HTTPS

            https://github.com/coderanger/nightlies.git

          • CLI

            gh repo clone coderanger/nightlies

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            git@github.com:coderanger/nightlies.git

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