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Nightli.es provides automatic nightly builds for Travis CI.
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QUESTION
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 QuestionDo 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 farI'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 20:37In 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.
QUESTION
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 17:07TL;DR:
Proposed Fix…
System.out.println( new Json( ).toJson( new JSONContainer<>( ... ) )
to see the correct string format of aJSONContainer
'sJSON
.- Make sure your
result
input argument toJson.fromJson(Class, String)
is in the same format printed out in1
.- 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:[]}]}
- e.g.
The long answer…
„My IDE doesn't care for this phrasing, noting:“
QUESTION
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 21:14when you create a promise object you should use this syntax
QUESTION
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 03:00Since 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\
QUESTION
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 03:21This is a bug in conda
. Downgrading conda
as described here works.
After downgrading, conda
reveals the following dependencies which were not reported before:
QUESTION
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 10:19I 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:
QUESTION
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 20:12Search 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:
QUESTION
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 17:34So 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!
QUESTION
In my libgdx android app I'm creating arrows with the following code
...ANSWER
Answered 2019-Mar-08 at 07:01One 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).
QUESTION
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 22:38I 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:
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