badlog | A logging style

 by   quadrupleslap Rust Version: Current License: No License

kandi X-RAY | badlog Summary

kandi X-RAY | badlog Summary

badlog is a Rust library typically used in Logging, React, Discord applications. badlog has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A garishly colored and extremely simple logger - the best kind.
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              badlog has a low active ecosystem.
              It has 21 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 0 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of badlog is current.

            kandi-Quality Quality

              badlog has 0 bugs and 0 code smells.

            kandi-Security Security

              badlog has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              badlog code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              badlog 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

              badlog 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.

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            badlog Key Features

            No Key Features are available at this moment for badlog.

            badlog Examples and Code Snippets

            No Code Snippets are available at this moment for badlog.

            Community Discussions

            QUESTION

            Noob question using legacy LWJGL with canvas
            Asked 2022-Mar-23 at 00:25

            Just installed libGDX & android studio yesterday. My boss wants to use libGDX & javaFX (for UI) together in a project.

            My assumptions: It sounds like I can do that by using a canvas. LWJGL3 does not support a canvas backend. So i need to use the legacy LWJGL2

            My question: How in an existing project do I add legacy support and the libraries?

            My current compile is failing with: error: package com.badlogic.gdx.backends.lwjgl does not exist import com.badlogic.gdx.backends.lwjgl.LwjglAWTCanvas

            ...

            ANSWER

            Answered 2022-Mar-23 at 00:25

            There are instructions here for migrating from lwjgl2 to lwjgl3, so you can follow them in reverse.

            Basically, change your module's dependency from com.badlogicgames.gdx:gdx-backend-lwjgl3 to com.badlogicgames.gdx:gdx-backend-lwjgl and change your launcher class to use LwjglApplication instead of Lwjgl3Application. The associated application configuration class works a bit differently, too. It uses public fields instead of setter methods.

            Source https://stackoverflow.com/questions/71572187

            QUESTION

            LibGDX project isn't launching, it says Could not initialize class org.lwjgl.Sys
            Asked 2022-Mar-09 at 10:30

            Whenever I try to launch a LibGDX project, the problem shown below keeps appearing:

            ...

            ANSWER

            Answered 2022-Jan-24 at 04:48

            This is an issue with LWJGL not LibGDX for *nix. Follow the instructions here

            libgdx can't start desktop project on ubuntu

            Source https://stackoverflow.com/questions/70813907

            QUESTION

            Flutter Flame: proper Viewport to match the screen size
            Asked 2022-Feb-28 at 13:46

            How can I find out the screen size and place my game item according to screen resolution? I want to run my game on the web client.



            I want to resize my red game component so fit in the screen and position in center.
            LibGdx has some good java class for this concept: Link

            ...

            ANSWER

            Answered 2022-Feb-28 at 13:46

            You can use the FixedResolutionViewport and set it to the smallest edge if you always want it as a square:

            Source https://stackoverflow.com/questions/71282103

            QUESTION

            How to separate ads View from Game View?
            Asked 2022-Jan-30 at 14:01

            Currently I have a game in libgdx that show ads on top of the game layout. However, as you can notice, it hides part of the top of the screen, where the score is shown.

            Question: How can I make the ads show ABOVE the game view/screen, so it doesnt overlap/hides anything from the game? I want the screens to be as shown in the next picture.

            Current code:

            ...

            ANSWER

            Answered 2022-Jan-24 at 13:01

            To avoid this overlapping effect using a RelativeLayout you can create an Ad Container (eg: a RelativeLayout Container) to be on the top of the screen by using the RelativeLayout.ALIGN_PARENT_TOP rule and add the GameView below of the Ad Container using the RelativeLayout.BELOW rule. Finally add your AdView as a child of the above Ad Container.

            Below is an example of how you can do the above structure:

            Source https://stackoverflow.com/questions/70805106

            QUESTION

            Event handling in libgdx not working as expected
            Asked 2022-Jan-11 at 06:29

            I've been learning about libgdx recently. In the process of following the instructions on their libgdx wiki I ran into some problems.

            Specifically in the GameScreen class at the 99th line I changed the code inside so that it goes back to the previous screen (MainMenuScreen class) and yes you see when the mouse is pressed it worked (I mean go back to the screen before ) but a very very short time after, the screen AUTOMATICALLY switches to the GameScreen class (like I click the mouse once but it makes me 1 more redundant task). I guess when I click on the GameScreen screen it did the code in the if statement on line 99 to go to MainMenuScreen screen. In that screen at line 32 I guess it was true after I got to this screen because when I change the key is listened then it works fine (only converts once). I was intending to try implementing InputProcessor on each screen class but now I'm avoiding it for some reason. Can someone give me some advice recommend.Thank you

            Here is the source code for the MainMenuScreen class.

            ...

            ANSWER

            Answered 2022-Jan-11 at 06:29

            Your analysis of the problem seems correct to me. The method Gdx.input.isTouched() will immediately return true, if the screen is still being touched after you changed to the main menu.

            Also you the solution that you already tried seems correct:

            I was intending to try implementing InputProcessor on each screen class

            When using an InputProcessor you will get one event (the method call to touchDown or touchUp) when the screen is touched, and don't need to pull the touch event using the isTouched method.

            A problem when implementing InputProcessor with both classes probably is, that you can only set one to be the input processor of the game using the method Gdx.input.setInputProcessor. (When setting the second input processor, the first one is removed).
            A solution to this problem is the InputMultiplexer. You can add this multiplexer as the input processor of the game (using Gdx.input.setInputProcessor(multiplexer)) and then add your input processors (the main menu and game objects) to this multiplexer: multiplexer.addProcessor(mainMenu) or ((InputMultiplexer) Gdx.input.getInputProcessor()).addProcessor(game).

            This way you can handle touch events instead of pulling the touched state in both of your classes.

            Source https://stackoverflow.com/questions/70650060

            QUESTION

            Saving Text Files - Scoped Storage Android 11
            Asked 2022-Jan-02 at 06:58

            Is there a way to create and save text files outside of the Android/data folder in external storage? I am creating a music app and I added a preset manager so users can save, load, and edit preset files (which worked great before Android 11), I don’t want these files to be automatically removed if the app is uninstalled. That would be like if Photoshop deleted all of your Photoshop documents when Photoshop is uninstalled, that’s terrible! These are files that the user saves and they can be deleted separately if the user wants to.

            There has to be a way around this but I haven’t been able to find anything that works. ACTION_OPEN_DOCUMENT_TREE looked very promising, until I saw that Android has removed this option too.

            https://developer.android.com/about/versions/11/privacy/storage

            You can no longer use the ACTION_OPEN_DOCUMENT_TREE intent action to request access to the following directories:

            • The root directory of the internal storage volume.
            • The root directory of each SD card volume that the device manufacturer considers to be reliable, regardless of whether the card is emulated or removable. A reliable volume is one that an app can successfully access most of the time.
            • The Download directory.

            I’ve read Google Play only allows MANAGE_EXTERNAL_STORAGE in apps that need it (like file browsers, or anti-virus, etc) which likely will not work in my case. I don’t want to rely on only targeting older API’s so requestLegacyExternalStorage won’t work either.

            Everything I’ve looked into appears to be a dead end. Is there anything else I can do?

            Here is a short test program (I’m using LibGDX), which at the moment can only save to the root location:

            ...

            ANSWER

            Answered 2022-Jan-02 at 06:58

            A lott of fuss.

            You can in the classic way save your files to the public Documents directory.

            Or use SAF with ACTION_OPEN_DOCUMENT_TREE for that directory.

            Both dont need 'all files access'.

            Source https://stackoverflow.com/questions/70553358

            QUESTION

            Slay the Spire Default Mod Base: Game Crashed When Trying to Play as The Default
            Asked 2022-Jan-01 at 15:31

            I'm following the Default Mod Base tutorial and I stumbled on a problem. The game crashed when I try to start a new run as the Default:

            ...

            ANSWER

            Answered 2022-Jan-01 at 15:31

            Thanks to the people over at the official Slay the Spire Discord for the help.

            For others who are experiencing the same issue, go to line 439 in DefaultMod.java

            Source https://stackoverflow.com/questions/70549264

            QUESTION

            Appodeal Banner Ads in LibGDX "Wrong Package Name"
            Asked 2021-Dec-24 at 06:57

            I’m trying to test Appodeal’s demo banner ads inside of LibGDX and I get this banner that displays a “You provided a wrong package name” error.

            I’ve googled that error message but cannot find anything. I have downloaded the Appodeal test app and their test ads display correctly. I am using the same test ID’s for Appodeal and Admob that their test app uses. I have gone through their setup tutorial and looked at the code for their test app, but I cannot figure out what I’m doing wrong. Any help figuring this out will be greatly appreciated!

            I created a small test app, here is my code.

            AndroidLauncher.java

            ...

            ANSWER

            Answered 2021-Dec-24 at 06:57

            I think you have created a test demo project for test Ad. but you should keep same package name of project to show ad, because they will check package name getting from context.

            Source https://stackoverflow.com/questions/70467489

            QUESTION

            I need help on implementing an algorithm that will parse specific textures from a texture in libGDX
            Asked 2021-Dec-07 at 12:12

            Consider:

            ...

            ANSWER

            Answered 2021-Oct-12 at 19:31

            This is the best I can do from your explanation. I think you're over-complicating how to define the regions. This matches your description. No reason to treat the last row differently than the rest.

            You also should make SheetAssets a val instead of lateinit var that you're redefining every time this function is called. That is leaking all your old textures and making them inaccessible.

            And I used an if-statement with early return to reduce nested code. And I used getOrPut and ?: to eliminate some of your redundant null-assertions.

            Source https://stackoverflow.com/questions/69543952

            QUESTION

            Scala with LibGDX outputs error when creating Animation
            Asked 2021-Nov-28 at 15:39

            I am starting programming with Scala and I decided to make a really simple game using libgdx. I have created this class:

            ...

            ANSWER

            Answered 2021-Nov-28 at 15:39

            Yes, Scala compiler is quite confused here, because the constructor want a gdx array, not a Java array (look at the documentation). A possible workaround could be in using var arg syntax:

            Source https://stackoverflow.com/questions/70144271

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

            Vulnerabilities

            No vulnerabilities reported

            Install badlog

            You can download it from GitHub.
            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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