bone | Rudimentary Redis over HTTP
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Rudimentary Redis over HTTP(S)
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QUESTION
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 13:19This 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!
QUESTION
Let's say I a web server with most of the endpoints publicly accessible. I want some of them to be accessible just by me (though it could be a group of people eventually).
I'm looking for the most bare-bone solution. I would not want to implement users accounts for example.
The webserver is implemented with express and nodejs. I run the server with nginx in case that helps, but if possible implemeting this at app level would be better.
...ANSWER
Answered 2021-Jun-13 at 03:10QUESTION
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 18:04As 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.
QUESTION
This has been asked a million times, but I cannot get my code to work:
...ANSWER
Answered 2021-Jun-08 at 21:14You're inflating the dialog layout AFTER you get the reference to your button. It returns null because your dialog object, before inflation, has no button view with id "button"
You should change the order to this
QUESTION
I have a BeagleBone Black board and I'm using the below-mentioned image file. https://debian.beagleboard.org/images/bone-debian-10.3-iot-armhf-2020-04-06-4gb.img.xz
I aim to operate GPIO pins of this board with the c programming language.
To do so, I've gone through this link: https://beagleboard.org/static/librobotcontrol/installation.html
And after following all the steps according to this link the result I achieved is the same as mentioned in the checking functionality step [the last step] of this document.
Furthermore, I follow this document for c language setup: https://github.com/beagleboard/librobotcontrol/blob/master/docs/src/project_template.dox
and run this source code: https://beagleboard.org/static/librobotcontrol/rc_test_leds_8c-example.html
All these processes were completed without any error.
################################## Now I want to access the GPIO pins of the board. For that, I've prepared a basic code.
Let's take a pin P8_10 / GPIO2[4] for an example. So for that my code will be:
...ANSWER
Answered 2021-Jun-08 at 02:22Try config-pin gpio
QUESTION
I need to make a SQL query
table 'records' structure:
...ANSWER
Answered 2021-Jun-07 at 15:45Try something like this:
QUESTION
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 11:26Tracked it down to this that had been added in index.html!...
QUESTION
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 02:07The 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:
QUESTION
I upload a same question at Answerhub as well but i can't take the answer of it. Here is the link : Animation Montage does not play as correctly with blended animation
I have problems about animation blending. When i play animation montage, It is play well but has bad blending quality. I want to play animation montage below
But Actual animation is played like below
Arm moving just a little with at that same time the debug line is drawn. I want to play animation montage at first image. How can i solve this? I think it should be override animation montage slot then animation in game can play well but i don't know what and how should i do.
this is a animation blueprint.
Bone blending option is
...ANSWER
Answered 2021-May-26 at 09:11need more information. show which bones are blended in two '본마다 레이어로 블렌딩합니다' nodes
i think first of them (left node) should be your left arm bone. and second one should be upper body.
QUESTION
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 19:19So 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
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