awak | A small async runtime for Rust | Reactive Programming library
kandi X-RAY | awak Summary
kandi X-RAY | awak Summary
A small async runtime for Rust.
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Community Discussions
Trending Discussions on awak
QUESTION
My character can move into other objects only when he moves in both directions. I left the my character code and photo of my question here. I would be happy if you help.and i also played with all the colliders and filters of my character and the floor my character is in but still not resolved
...ANSWER
Answered 2021-Jun-15 at 16:21Add collider to both character and objects. Make sure the character is placed correctly placed in the scene. Also make sure that character has rigidbody.
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 want to build my Xcode project (react native & swift) for the simulator and on a real device.
The simulator worked great. Today I tried to build it for my device, I selected my device in the Xcode bar and added the scheme to release (I had to do this because I'm using react native and otherwise the bundle is not packed)
Then an error during the build occurs (in this case for the dependency RNPurchases, but this is completely random. sometimes it's Expo-Keep-Awake or Facebook)
...ANSWER
Answered 2021-Mar-31 at 10:59Go to xcode project -> Build setting -> Architecture -> Excluded architecture -> (arm64)set
Try to build & run
QUESTION
While coding a 2D movement for my game in Unity I got myself into an issue. Previously I took the decision to make so the character can't move in the middle of the air, however, I'd like to change that. How can I do it? I want the character to be able to turn direction in the middle of the air, but in a different speed than "moveSpeed". This is my first time on this website, so I apologize if I let out too many details. Here are the movement and jump scripts:
WALK SCRIPT
...ANSWER
Answered 2021-Jun-08 at 17:52I would use 2d colliders to check if your touching a ground object. Then on your movement method I would check if you are touching it. If you aren't, then change movespeed.
QUESTION
I'm a beginner in mobile dev; when I started everything were fine my bird could be launch whitout issue but after adding :
...ANSWER
Answered 2021-Jun-07 at 10:56Admittedly I'm not entirely certain if this is the correct fix, I thought what you were doing should work, as long as the bird is not restarting outside of those parameters.
But, as BugFinder says, maybe it is not best to attempt to reload a scene in Update(). So, what you could try is telling another "SceneManager" object to restart the scene instead, and then disable your Bird script, so that it does not attempt to load a scene while it is already trying to do so.
QUESTION
I try to insert some users info into my database, so I create two scripts using python, the first one is the server, who still awake and listen to every new client who connect, and capable also to read the user data (Read data from the client app) and finally write the data inside a file.txt
and the second script, capable to read the data which stored inside the file.txt
and finally insert it in my Mongo database.
This is an example of the data that I want to insert:
...ANSWER
Answered 2021-Jun-04 at 09:08Using info={ str }
does not create a dict
but a set
so that's why you get this error message. Also, when reading from file, you will always get strings. In addition, according to your screenshot, the string are not valid dict so you will need to parse them by hand.
You should work on your encoding and parsing function. Personally I would use json
to dump and parse the data, but if you want to keep your code, you can try this in InsertToMongoDB.py
:
QUESTION
I'm trying to solve an issue in Unity 2d game creation. So, my issue is when the subject is idle, the 2d player object should be idle and when I move the character, it must animate like walking.
But in my case, the walking animation is not working but the character is moving.
...ANSWER
Answered 2021-Jun-03 at 13:33You are trying to set a boolean parameter in the Animator that doesn't exists. The code is correct. Check what name you choose for the bool parameter to active correctly the animation.
QUESTION
I am attempting to create a script that when a line of text would be approaching the width of the line it would attempt to wrap the text properly (ie. if the character is not '-' or ' ' then add a hyphen between letters of a word (like how word editing software does it) but when I attempt to run it a bunch of my characters disappear.
This is the text that I am testing with, "An Aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three."
but these are the results of my test script
"Found with info (' ','e','r','a','t','i','o','h','s','l','d')" "Found without info ('A','n','b','z','m','y',',','g','c','f','.')" "Didnt Find ()"
and the output from compiling the text using only the characters that have available info is " erratio has a iarre aato strae ailities a alie idset or a oiatio o the three"
and here is my testing script
...ANSWER
Answered 2021-Jun-01 at 22:53Unity font management operates on textures to render characters, and needs to be informed what characters to load in order to add them to a font texture, before you can use them while rendering text. Unless you request loading characters outside your example, having characters that exist in a font but don't have info available are due to not having them loaded into a font texture when you query font for their info.
Font.HasCharacter
checks if a font you use has character defined - if it returns false, that character doesn't exist in a font and can't be loaded to be used. Example would be checking a non-latin symbol in font that covers only latin characters. Font.HasCharacter
returning true means you can load that character to a font texture.
Font.GetCharacterInfo
get information about a symbol from currently loaded font texture - so there is a possibility that loaded font may have a character available, but not loaded; this will cause Font.GetCharacterInfo
to return false and make character not render if your render text manually. To work around that, you need to request Unity to load characters you will need by using RequestCharactersInTexture - documentation also contains an example on how to handle manual text rendering including font texture updates. Until you have a character loaded, you won't be able to get its font info, since it doesn't exist in currently used Font texture. When calling RequestCharactersInTexture
, pass all characters that occur in your text regardless if they're loaded or not - that way you make sure Font won't unload a character that was previously loaded when loading new ones.
When working on a solution to determine where to put line breaks, you may need to take kerning into account - depending on surrounding characters, font may want to use different distance between characters or sometimes even use different glyphs. If you render text manually, make sure to have consistent handling of kerning between calculating linebreaks - no kerning is a good strategy, as long as font you're using doesn't depend heavily on kerning. If you want to support kerning, you should work on substrings instead of single characters and try to find best points of introducing line break for a whole line - width of a line may be different from sum of all character widths that occur in said line.
QUESTION
I was using VS Code on Mac OS 10.10.5 Yosemite, without problems but even though at VS Code's site there's a claim that it works on version 10.10+, it seems there was a change because after I installed and linked it to Anaconda, first it failed to load and now is also giving an error when I opened Electron, inside the package it returned this
...ANSWER
Answered 2021-Jun-01 at 19:08I downloaded the Jan2021 older version of VS code and was able to successfully download and launch it. https://code.visualstudio.com/updates/v1_53
QUESTION
I'm developing a bot for discord, and I'm using the firebase database. In the code below, I want to check if the value mstatus
is set to "CASADO"
, but if this value does not exist yet, execute another command.
ANSWER
Answered 2021-May-31 at 19:27You could check if the key
of the location of this DataSnapshot
is null
:
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Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
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