veye | VersionEye command line tool implemented in Ruby

 by   versioneye Ruby Version: v0.3.0 License: No License

kandi X-RAY | veye Summary

kandi X-RAY | veye Summary

veye is a Ruby library. veye has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

veye is a command line tool and Ruby client for VersionEye. The tool allows you to write scripts for continuous updating and due diligence tasks. Most endpoints require an API key, which you can get here and i recommend you to use an organization API-key. VersionEye is a cross-platform search engine and crowdsourcing app for opensource software libraries.
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            kandi-support Support

              veye has a low active ecosystem.
              It has 25 star(s) with 7 fork(s). There are 8 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 3 open issues and 42 have been closed. On average issues are closed in 263 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of veye is v0.3.0

            kandi-Quality Quality

              veye has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              veye does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              veye releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed veye and discovered the below as its top functions. This is intended to give you an instant insight into veye implemented functionality, and help decide if they suit your requirements.
            • Returns the list of supported languages .
            Get all kandi verified functions for this library.

            veye Key Features

            No Key Features are available at this moment for veye.

            veye Examples and Code Snippets

            No Code Snippets are available at this moment for veye.

            Community Discussions

            Trending Discussions on veye

            QUESTION

            OpenGL LookAt Confusion
            Asked 2017-Mar-05 at 17:03

            I read online that if we want to directly compute the world to view matrix we can use OpenGl's LookAt function If you have the camera position, the position where the camera is looking at and an up-vector.

            However, here is my confusion, the function takes in the following:

            ...

            ANSWER

            Answered 2017-Mar-05 at 17:03

            It seems to me you're getting confused about axis systems. A brief explanation:

            Because you do need a camera (or an eye, as you prefer) to see the world, everything must be defined in camera coordinates (or View Space, again as you prefer).

            Normally, world is defined in a right-handed axis system. This means that a vector in the Z axis is the cross product of vectors in X and Y axis: Vz = Vx x Vy. If you change the order (Vz' = Vy x Vx) then you get a left-handed axis system, i.e., Vz' = - Vz

            The View Space is normally defined in an also right-handed coordinate system. Defining the X axis towards your right and the Y axis towards your up, makes the Z axis grows towards your back (or behind the camera, as you prefer). This means that everything you can see is in front of you, with a negative Z coordinate in your view space coordinate system, not in the world one.
            It doesn't matter at all. All you need is a good transform matrix that takes this into account.

            In order to build the typical "lookAt" matrix, you need the position of the camera (because everything must be translated there), a "target" to define the direction of view (a vector towards the negative Z axis) and an up-vector to define the tilt, the angle of your head related to your shoulders. The matrix members are calculated using cross products of these vectors. It can be also obtained using rotations, but cross products include rotations and they are cheaper.

            The way this tipical "lookAt" matrix is built needs those three data (position, target, up) defined in world coordinates system.

            FINALLY YOUR QUESTION: Your camera is at (xc,yc,zc) and looking at a point in the positive Z axis. That's not enough. Any point at Z axis is (0,0,zp). Choose "zp" related to "zc": If you want the camera to look at world positive Z-axis direction, then you need zp > zc. It doesn't matter how big "zp" is. Well, apart from numeric issues.

            Remember: everything in world coordinate system.

            Source https://stackoverflow.com/questions/42605970

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

            Vulnerabilities

            No vulnerabilities reported

            Install veye

            More commands are in Veye/CLI wiki, but i recommend to consult with bin/veye file as not all the attributes and commandline flags are not documented.
            It ables to try different version of Rubies, without going to through big install-festival.

            Support

            All contributions are welcome - comments, new ideas, help with documentation & help with features;.
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          • HTTPS

            https://github.com/versioneye/veye.git

          • CLI

            gh repo clone versioneye/veye

          • sshUrl

            git@github.com:versioneye/veye.git

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