motion | Reactive frontend UI components for Rails in pure Ruby | Reactive Programming library
kandi X-RAY | motion Summary
kandi X-RAY | motion Summary
Motion allows you to build reactive, real-time frontend UI components in your Rails application using pure Ruby. Check out some live examples and the code for the examples.
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Top functions reviewed by kandi - BETA
- Connects to the current component
- Execute a block if it exists .
- Dumps serialized state into serialized state
- Transform the given component into the root component .
- Synchronizes the component .
- Deserialize a component from a component .
- derive hash of file
- Updates the state of the given component
- Serialize state of a component
- Format duration
motion Key Features
motion Examples and Code Snippets
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
"""Processed when the mouse moves
Arguments:
x {float} -- X Position of the mouse
y {float} -- Y Position of the mouse
dx {float
def test_motion() -> None:
"""
>>> test_motion()
"""
v0, angle = 25, 20
assert horizontal_distance(v0, angle) == 40.97
assert max_height(v0, angle) == 3.73
assert total_time(v0, angle) == 1.74
Community Discussions
Trending Discussions on motion
QUESTION
I'm new in the Vueniverse (using Vue.js 2) and I'm struggling with watch
. On mounted
, I call an API and set the radio button to the value I got from the API, so basically I have two radio buttons with values 1
and 0
(true/false).
I think the watcher works correctly, because it does trigger when the value is changed. However, I don't want it to trigger on the initial change - that's when I first set the value from the backend.
I've tried with different lifecycle hooks, such as beforeCreated
, created
and so on and it always triggers.
Probably it's something easy to do but I can't figure out how and don't find information on the Internet (might using the wrong keywords).
The code:
...ANSWER
Answered 2021-Jun-15 at 08:32Try to take advantage from the old value which is 2nd parameter of the watch handler :
QUESTION
I've been making a game using Unity and I added a slow motion function. Afterwards, when I added audio, I wanted to change the pitch of all audio whenever the slow motion function ocurred, but I can't seem to do it. I've been using Brackey's audio tutorial (here if you wanna see it) to guide me into using audio in Unity
Here is my audio manager:
...ANSWER
Answered 2021-Jun-15 at 06:15I wanted to change the pitch of all audio
If you want to change the pitch of any song at runtime you can simply use the source
of type AudioSource
that is saved in the sound class and edit it's values directly.
If you then do this as a foreach loop, in your soundManager
class, with each song in your array, you can pitch down all of them.
Change All Pitch Values:
QUESTION
I have this 3d rotating text css animation working on chrome desktop, but it won't work on mobile. I tried adding webkit prefixes but nothing will get it to work on iphone. Any obvious reasons why?
...ANSWER
Answered 2021-Jun-14 at 00:51I was able to reproduce your bug in both Mobile Safari on iOS and desktop Safari on my Mac, so the bug appears to have at least been related to Safari in general, not necessarily mobile-specific. Safari apparently does not like rotate3d transform animations with only 2 keyframes.
The fix boils down to adding an intermediate keyframe to the @keyframes
CSS (see 50%
):
QUESTION
So I have been trying to build a simple text editor with tkinter but unfortunately when I use the open() function in Python to open a specific file, an error shows up, saying 'TypeError: 'PhotoImage' object is not callable' on line 83. How is this even related to PhotoImage? Could it be possible that this is related to Image.open() ? Here's the code:
...ANSWER
Answered 2021-Jun-13 at 10:22The problem is you assigned the built in function open
as a variable to PhotoImage
. Now, when you call open
, it fetches the value of the open
variable because it's assigned a value. This will cause the error. That is why you should never use built-in functions as a variable. You can use open_img
or anything that is not a keyword, a built-in function, a function you have defined.
open = Photos(nm + '\open.png', 10, 10)
, this is a mistake
open_img = Photos(nm + '\open.png', 10, 10)
This would work .
Then updated the menu to
fileMenu.add_command(label='Open...', command=openfiles, image=open_img, compound='left')
QUESTION
I'm trying to make an animated countdown clock using framer motion
.
I understand that any child of with a unique key should animate into and out of the parent. However, I just can't get the exit to work. Is it the way I'm injecting/replacing the spans?
ANSWER
Answered 2021-Jun-10 at 20:55After some experimenting, I realized it's because there's a h1
tag inside of . It isn't mentioned in the docs but it looks like
looks for specific child components. Adding in elements like
span
or div
without using the component bugs it out.
There are still imperfections to get exit
looking perfect, but I've added a Codesandbox link that should unblock you.
Codesandbox here
P.S. framer-motion
is a neat library thanks for sharing! Never knew it existed.
QUESTION
Im trying to move some rectangles with text in them around a canvas with mouse dragNdrop. Im using find_overlapping to select rectangles to be moved. This means the text originally created as part of class object Rect is not moved. Is there a way to modify my code to move all objects in a class object or perhaps find the class object ID using find_overlapping?
Text on rectangles can be identical, as shown in example. Tagging all elements in the class object with a random tag to group them together was my first idea, but retrieving such tag info using find_ovelapping has not been succesful.
...ANSWER
Answered 2021-Jun-10 at 15:51This will work but I'm not sure it's the best way to do it.
Basically it uses the fact that the text is added to the canvas after the rectangle so it can be identified using cur_rec+1
.
QUESTION
I am trying to perform a shared element transition from a RecyclerView item in Fragment A to Fragment B. The transition-names are set on the outermost CardViews in both layouts. My implementation is basically the same as the one in this sample.
Everything worked fine until I added a ViewPager2 in Fragment B.
I tried to follow the steps in this answer, but to no luck.
Stack trace:
...ANSWER
Answered 2021-Jun-09 at 21:45It turns out that the ViewPager wasn't the issue. The transition will only work if there is an equal amount of views in the layouts we are transitioning to/from. Adding empty views inside the CardView in Fragment A resolved my issue:
QUESTION
R version 4.0.5 (2021-03-31) Platform: x86_64-w64-mingw32/x64 (64-bit) Running under: Windows 10 x64 (build 19042)
I want to create a percent stacked barchart including 2 groups (regional, international) and the means of 4 different numerical variables (ground low-intensity, ground high-intensity, standing low-intensity, standing high-intensity). The latter variables are representing the duration of each time period in seconds.
My data are: dataset
The image below represents an example of what I kind want to make: Time-motion analysis description relative to total fight time, considering modalities and positions of actions Coswig, V. S., Gentil, P., Bueno, J. C., Follmer, B., Marques, V. A., & Del Vecchio, F. B. (2018). Physical fitness predicts technical-tactical and time-motion profile in simulated Judo and Brazilian Jiu-Jitsu matches. PeerJ, 6, e4851.
I have read a lot of guides and watched many YT tutorials, but most of them are using 2 categorical and 1 numerical variable, thus, it does not work in my case.
Any help or guidance would be highly appreciated.
Thank you in advance.
...ANSWER
Answered 2021-Jun-09 at 18:02You will find a lot of friends here, if you provide a reproducible example and show what you have done and where things go wrong.
data
QUESTION
Goal: Syncronize player position in a multiplayer game in Unity that uses the Mirror Networking API
Problem:
Using the NetworkTransform component the position seems to not be precisely syncronized, both the client and the server sees the player in the wrong position, players tend to fly with no reason
I tried making a separated script:
ANSWER
Answered 2021-Jun-08 at 17:34I understood that the problem was the Character controller I was using, so in the player script I checked if the player had authority, if not I destroyed the character controller, and if i was destroying it on the server I replaced it with a normal collider without physics, so i could still have collisions
QUESTION
In TTN they are no longer supporting large decoders.
I know what the decoder needs to be in TTN, it is in my DECODER function, but dont know how to execute it in the function node.
If you use inject Payload [1,2,3] RAW, it injects the raw payload that is msg.payload.payload.uplink_message.frm_payload into the decoder.
The DECODER needs to decode the raw payload and output it in msg.payload.uplink_message.decoded_payload
If you use inject Payload [1,2,3] Decoded in the flow you see how the end result needs to look like and the decoded msg.payload.uplink_message.decoded_payload
I am still learning JavaScript.
The code in the function node
...ANSWER
Answered 2021-Jun-07 at 14:02The question still really isn't clear, but if you want to use that code in a function node then I suggest the following:
Put that code into the "On Start" tab of the function node, but change the first line to the following:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install motion
Install Motion gem and JS package
Install ViewComponent
Install ActionCable
Run install script
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