bone | Rudimentary Redis over HTTP

 by   solutious Ruby Version: Current License: Non-SPDX

kandi X-RAY | bone Summary

kandi X-RAY | bone Summary

bone is a Ruby library. bone has no bugs, it has no vulnerabilities and it has low support. However bone has a Non-SPDX License. You can download it from GitHub.

Rudimentary Redis over HTTP(S)
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              bone has a low active ecosystem.
              It has 14 star(s) with 3 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of bone is current.

            kandi-Quality Quality

              bone has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              bone has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              bone releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

            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 bone
            Get all kandi verified functions for this library.

            bone Key Features

            No Key Features are available at this moment for bone.

            bone Examples and Code Snippets

            No Code Snippets are available at this moment for bone.

            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

            How to have private endpoints on a public webserver?
            Asked 2021-Jun-13 at 03:10

            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 03:10

            Here's a small snippet you can use, pass in Basic Authorization header with PassKey in all private API requests

            Source https://stackoverflow.com/questions/67954239

            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

            Null Pointer exception to a button in a Dialog -- Android -- JAVA
            Asked 2021-Jun-08 at 21:14

            This has been asked a million times, but I cannot get my code to work:

            ...

            ANSWER

            Answered 2021-Jun-08 at 21:14

            You'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

            Source https://stackoverflow.com/questions/67894264

            QUESTION

            Unable to access BeagleBone Black GPIO
            Asked 2021-Jun-08 at 02:22

            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 02:22

            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

            Animation Montage does not play as correctly with blended animation
            Asked 2021-May-26 at 09:52

            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 09:11

            need 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.

            Source https://stackoverflow.com/questions/67671747

            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

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

            Vulnerabilities

            No vulnerabilities reported

            Install bone

            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:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/solutious/bone.git

          • CLI

            gh repo clone solutious/bone

          • sshUrl

            git@github.com:solutious/bone.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link