projectile | Projectile creates beautiful Scala code from your Postgres | GraphQL library

 by   KyleU Scala Version: v1.28.1 License: CC0-1.0

kandi X-RAY | projectile Summary

kandi X-RAY | projectile Summary

projectile is a Scala library typically used in Web Services, GraphQL, PostgresSQL applications. projectile has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Projectile creates beautiful Scala code from your Postgres database, GraphQL queries, TypeScript definitions, or Thrift IDL.
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            kandi-support Support

              projectile has a low active ecosystem.
              It has 21 star(s) with 5 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              projectile has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of projectile is v1.28.1

            kandi-Quality Quality

              projectile has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              projectile is licensed under the CC0-1.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              projectile releases are available to install and integrate.

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            projectile Key Features

            No Key Features are available at this moment for projectile.

            projectile Examples and Code Snippets

            No Code Snippets are available at this moment for projectile.

            Community Discussions

            QUESTION

            Instantiating a prefab and then adding a force to it (Projectile) - Unity
            Asked 2021-Jun-14 at 05:42

            I'm trying to add a force to the Rigidbody component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.

            Here's my code so far:

            ...

            ANSWER

            Answered 2021-Jun-14 at 00:37
            private void ProjectileShoot()
            {
                if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
                {
                    GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position, 
                        projectilePrefab.transform.rotation);
            
                    Rigidbody projectileRb = projectileGO.GetComponent();
                    projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
                }
            }
            

            Source https://stackoverflow.com/questions/67963486

            QUESTION

            Is it okay in OOP to handle object events on outside the object class?
            Asked 2021-Jun-08 at 11:29

            Hello i make my 2d game with unity and i feel confuse about oop design. There is a 4 class in my game.

            1. StageView : The view(scene) where the game logic run.

            2. ObjectPool : The object pool that can manage the gameobjects, and it is the member field of stage view. (It is not a singleton)

            3. Projectile : The projectile class that can attack the monster.

            4. Monster : The monster class that could be attacked by projectile.

            ...

            ANSWER

            Answered 2021-Jun-07 at 05:16

            I think it's a good idea to make one more layer between ObjectPool and Monster classes that will manage what you want. It will complete Single responsibility principle of SOLID.

            So both classes ObjectPool and Monster will not depend on each other and every class will be making their jobs.

            Source https://stackoverflow.com/questions/67865709

            QUESTION

            How can I graph in Shiny with the data provided by the user?
            Asked 2021-Jun-05 at 21:00

            I am using numericImput to get the data introduced by the user.

            I am trying to graph the balistic curve of the proyectil motion described by the input of the user (The user gives a value for intial velocity, angle measure, time of flight and k constant), but I can't solve the mistake :(

            Any help would be thanked! :D

            Here is my code

            ...

            ANSWER

            Answered 2021-Jun-05 at 21:00

            There are couple of issues in the ui and in the server

            1. In the numericInput, the value argument would be numeric as well instead of a string (" ")
            2. Not clear why renderPrint was initiated in server without having a corresponding ui element
            3. Functions were created in server without invoking it.

            Below is a minimal code that gives an output by making couple of changes

            • changed the value = " " to a numeric initial value
            • added verbatimTextOutput in ui to print the renderPrint called in `server
            • removed those multiple functions created and simplified with a single expression to plot

            Source https://stackoverflow.com/questions/67853716

            QUESTION

            FPS Projectile firing from the wrong place
            Asked 2021-Jun-02 at 15:05

            I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).

            Here's a 20 second video demonstration of what I'm talking about.

            https://youtu.be/WLVuqUtMqd0

            Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.

            I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.

            I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.

            Ray directions when looking slightly above the horizon vs. lower

            Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.

            ...

            ANSWER

            Answered 2021-Jun-02 at 15:05

            To solve one first confusion: The method Debug.DrawRay takes as paramters

            • a start position
            • a ray direction(!)

            You are passing in another position which is not what you want.

            This might only work "accidentally" as long as you stand on 0,0,0 so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.

            Rather do e.g.

            Source https://stackoverflow.com/questions/67796001

            QUESTION

            after M-x prelude-update I get error: Wrong type argument: stringp, 100
            Asked 2021-May-25 at 23:53

            System: Linux Mint 20 Emacs version 26.3

            I updated all packages with package-list-packages and then ran M-x prelude-update. After restarting emacs with emacs --debug -init I get this error:

            (Does anyone have an idea what this "100" is?) ...

            ANSWER

            Answered 2021-May-25 at 23:53

            Please try commenting out the references to projectile in core/prelude-editor.el. Restart emacs, then run M-x package-list-packages. Type U when the package list has refreshed, then x to install the packages. After the packages have refreshed, quit emacs, uncomment what you commented out in core/prelude-editor.el and restart emacs.

            Source https://stackoverflow.com/questions/67678966

            QUESTION

            Projectile trajectory messed up after up scaling sprites
            Asked 2021-May-23 at 10:03

            My screen is 1920 x 1080 and the display that I have drawn everything on is 960 x 540. I have a projectile which does an equation with the position of the mouse to determine its trajectory but because I have up scaled everything the mouse pos is still acting like its 1920 x 1080 and not 960 x 540.

            Class method for projectiles trajectory ( I have camera movement which is why player.rect.x is being subtracted by scroll )

            ...

            ANSWER

            Answered 2021-May-23 at 09:49

            Just scale the mouse position:

            Source https://stackoverflow.com/questions/67658333

            QUESTION

            Pygame, restarting game results in program closing
            Asked 2021-May-21 at 19:14

            I know this question has been asked before but I'v tried different approaches and I can't seem to be able to fix it.

            I know I have to reset my important global variables in order to correctly restart the game. The reset of those variables is done when lives == 0 -> I reset the global variables, main menu becomes True and Game False which should put me back in the main menu.

            However when I run my game, as soon as the lives reach 0 the code finishes and exits -> Process finished with exit code 0.

            The issue must be in my while game loop but I'm unsure what I'm doing wrong. I'v also tried wrapping my game logic in a function, this seems to mess with my game since I only get the frozen state screen, no enemy spawning and not able to move.

            Any ideas what might cause this issue?

            Full code:

            ...

            ANSWER

            Answered 2021-May-21 at 19:14

            You are setting game = False, but using that in the while loop. As soon as game is set to False the while loop exits and the game ends. If you want to do it this way, use another variable in the while loop:

            Source https://stackoverflow.com/questions/67641693

            QUESTION

            Pygame tutorial - tank with collision detection
            Asked 2021-May-17 at 21:19

            I'm new to Pygame and trying to learn about sprites and collision detection. I found some code and tried to add some functionality to it.

            The basic idea is that I have a polygon which can be rotated in place. When the user presses SPACEBAR, the polygon fires a projectile which can bounce around the frame. If the projectile hits the polygon again, I would like to quite the program

            First of all, here is the code

            ...

            ANSWER

            Answered 2021-May-17 at 16:23

            The tank collides with itself, because it is a member of tank.groups()[0]:

            Source https://stackoverflow.com/questions/67573293

            QUESTION

            double overloaded sin() and cos() do not maintain 15-digit decimal precision
            Asked 2021-May-16 at 10:55

            Using this link as a guide, https://www.geeksforgeeks.org/difference-float-double-c-cpp/#:~:text=double%20is%20a%2064%20bit,15%20decimal%20digits%20of%20precision. double is a 64 bit IEEE 754 double precision Floating Point Number (1 bit for the sign, 11 bits for the exponent, and 52 bits for the value), i.e. double has 15 decimal digits of precision , the below code does not maintain 15 decimal digits of precision. Rather, 14.

            It is for simple projectile motion calculator, where, the range of a projectile launched at 30 degrees should match that of the same projectile launched at 60 degrees.

            ...

            ANSWER

            Answered 2021-May-16 at 10:55

            double overloaded sin() and cos() do not maintain 15-digit decimal precision

            It is not possible for any fixed-size numerical format to “maintain” a specific precision, regardless of whether it is floating-point, integer, fixed-point, or something else.

            Whenever the result of an operation performed with real-number mathematics is not representable in the numerical format, only an approximation of the real-number result can be returned. The real-number result must be rounded to some representable value. This introduces a rounding error.

            When there are multiple operations, the rounding errors may accumulate and compound in various ways. The interactions and consequences may be very complicated, and there is an entire field of study, numerical analysis, for it.

            As a simple example, consider integer arithmetic, in which the resolution is 1. Yet, if we compute 17/3•5 with 17/3*5, we get 25, where the real-number result would be 28⅓, and the integer result nearest the ideal result would be 28. So the computed result is off by three units from the best representable result (and 3⅓ from the real-number result) even though we only did two operations. Integer arithmetic cannot “maintain” 1 unit of precision.

            In your sample, rounding errors occur in these operations:

            • 9.80665 is converted to the double format.
            • The numeral for π is converted to the double format.
            • a1 and a2 are each multiplied by pi.
            • Those products are divided by 180.
            • The sines and cosines of those quotients are taken.
            • 2 * vy1 and 2 * vy2 are divided by g. (The multiplication by 2 does not introduce any rounding error as its result is exactly representable in binary-based floating-point.)
            • Those quotients are multiplied by vx1 and vx2.
            • Those products are converted to decimal for display.

            Additionally, sin and cos are difficult to implement, and common implementations prefer speed and provide it at the cost of allowing a little additional error. Their results could be off by a few ULP (units of least precision), possibly more in bad implementations.

            Source https://stackoverflow.com/questions/67553399

            QUESTION

            Java abstract method object creation is bad?
            Asked 2021-May-14 at 22:12

            I am programming a game for years now but I have a question about how I programmed things up.

            So imagine you have a gun class for a game, guns can have many sprites, sounds, casings, projectiles, parameters, etc. So then I just need to create another class extending this gun class and fill my abstract methods up with what I need that particular gun to do.

            So I made an abstract class to handle all of the internal code of the gun, if it shoots, if it needs bolt action and how long it has to wait, when to play the fire sound, etc. So basically the main gun class calls for the actual gun class (that is filled with abstract methods) for these parameters.

            So my question is, if I am calling these abstract methods over and over again as needed throughout the code is it bad to have the following?

            ...

            ANSWER

            Answered 2021-Feb-21 at 18:59

            This design contradicts one of the main OOP principles - Tell-Don't-Ask. I.e. instead of having code like this:

            Source https://stackoverflow.com/questions/66216122

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

            Vulnerabilities

            No vulnerabilities reported

            Install projectile

            You can download it from GitHub.

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