gizmos | Cats typeclass-based collection library | Functional Programming library

 by   ctongfei Scala Version: Current License: MIT

kandi X-RAY | gizmos Summary

kandi X-RAY | gizmos Summary

gizmos is a Scala library typically used in Programming Style, Functional Programming, Example Codes applications. gizmos has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Cats typeclass-based collection library for Scala (Trees, Graphs, Multimaps and more!)
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              gizmos has a low active ecosystem.
              It has 12 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 11 open issues and 10 have been closed. On average issues are closed in 42 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gizmos is current.

            kandi-Quality Quality

              gizmos has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              gizmos is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              gizmos 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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            gizmos Key Features

            No Key Features are available at this moment for gizmos.

            gizmos Examples and Code Snippets

            No Code Snippets are available at this moment for gizmos.

            Community Discussions

            QUESTION

            Unity ML Agents Ray Perception Sensor 2D not showing collisions
            Asked 2021-May-24 at 13:49

            I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.

            I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.

            The sensors are casting rays, but like you see in the image, they are not colliding.

            The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin

            I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.

            I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
            So, what am I doing wrong?

            ...

            ANSWER

            Answered 2021-May-24 at 13:49

            After a lot more investigation i figured out the problem myself:

            The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.

            Ray Layer Mask

            Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).

            After i created more layers and assigned my targets to these layers, everything starts working as intended.

            Working Result

            Maybe this answer will help someone, having similar issues.

            Source https://stackoverflow.com/questions/67643885

            QUESTION

            How to slow down onDrawGizmos
            Asked 2021-May-09 at 12:27

            I am new to C#/Unity and looking for a way to slow down onDrawGizmos. Currently everything works great.

            ...

            ANSWER

            Answered 2021-May-09 at 12:27

            Might not be the best solution, but you can use a counter to execute the code conditionally, like this:

            Source https://stackoverflow.com/questions/67455430

            QUESTION

            req object with express causes UnhandledPromiseRejectionWarning
            Asked 2021-Apr-16 at 22:22

            I have adapted the below code from Google's Datastore tutorial. I'm vaguely aware of Promises, and I'm using await where I can figure out to do so. I've used the req object with express as below without incident, but it seems to be empty here.

            It causes this error:

            ...

            ANSWER

            Answered 2021-Apr-16 at 22:22

            Per @hoangdv, add app.use(express.urlencoded()) somewhere. Rather node-ish not have it as the default if you ask me.

            Source https://stackoverflow.com/questions/67119592

            QUESTION

            grid is missing in Unity
            Asked 2021-Apr-15 at 00:48

            Hello, I'm new to Unity and trying to display grid to my scene. I searched how and someone says I can see show grid in gizmos but I was not able to find it.

            Could you tell me where should I look at?

            ...

            ANSWER

            Answered 2021-Apr-15 at 00:48

            You can make it visible from here.

            Source https://stackoverflow.com/questions/67100778

            QUESTION

            Unity - Gizmos not being drawn properly from Inherited class
            Asked 2021-Mar-25 at 19:19

            Currently I am having an Issue regarding Gizmos being drawn this issue is specific to 2 classes

            Interactable() and Door() : Interactable()

            inside Interactable() I have:

            ...

            ANSWER

            Answered 2021-Mar-25 at 17:23

            I needed to comment out the Gizmos.matrix = transform.parent.localToWorldMatrix; to see the yellow cube.

            To see both you need to call the OnDrawGizmos() of the base class in the OnDrawGizmos() of the child class like this:

            Source https://stackoverflow.com/questions/66799783

            QUESTION

            Raycast2D hits only one side of Collider
            Asked 2021-Jan-22 at 13:55

            I want to make sure that various objects moving at high speed cannot pass through walls or other objects. My thought process was to check via Raycast if a collision has occurred between two moments of movement.

            So the script should remember the previous position and check via Raycast for collisions between previous and current position.

            If a collision has occurred, the object should be positioned at the meeting point and moved slightly in the direction of the previous position.

            My problem is that works outside the map not inside. If I go from inside to outside, I can go through the walls. From outside to inside not.

            Obviously I have misunderstood something regarding the application with raycasts.

            ...

            ANSWER

            Answered 2021-Jan-22 at 12:35

            Theres a better way to deal with this that unity has built in. Assuming the object thats moving at a high speed has a RigidBody(2d in your case) you can set its Collision Detection to Continuous instead of Discrete.

            This will help collisions with high speed collision, assuming that its moving at high speed and the wall is not moving.

            If for some reason you cannot apply this to your scenario, Ill try to help with the raycast solution.

            Source https://stackoverflow.com/questions/65844999

            QUESTION

            Flutter Twitter Auth Error, Missing InitialState
            Asked 2021-Jan-11 at 00:01

            Recently i started with a Twitter Integration.

            The callback is working as it should.

            but when i press the Authorize App i keep receiving this error.

            unable to process request due to missing initial state. this may happen if browser sessionstorage is inaccesible or accidentally cleared

            This is the function where i call the twitter_login.

            ...

            ANSWER

            Answered 2021-Jan-11 at 00:01

            After some hours trying to figure out the problem, i found that the issue was on the AndroidManifest.xml

            Basically on the intent-filter, the scheme was missing, and i need to remove the https from the host and the function call. After that it work :)

            Source https://stackoverflow.com/questions/65657437

            QUESTION

            Using gizmos to illustrate the sorting process
            Asked 2021-Jan-09 at 11:47

            The codes below generate 10000cubes(using gizmos). I'm stuck on how to further expand the code and using gizmos to illustrate the sorting process(movement of the cubes when mouse button is click), appreciate if can give me some hint on how to do it. using UnityEngine;

            ...

            ANSWER

            Answered 2021-Jan-09 at 11:47
            1.Possible Solution

            I provide an answer in this part, and suggest better alternatives below.

            The problem with your code is that the sorting happens synchronously, within one frame. What you can do is move the sorting code to Update, and sort a little between each frame. This will let the Gizmos call draw the correct state.

            2.Use Progress Bar instead

            You may use EditorUtility.DisplayProgressBar to display a progress bar in the Editor. Since you're using Gizmos which don't show up in the Build, this solution assumes you're working in the Editor.

            3.Use Compute Buffers

            CatLikeCoding has this fantastic article on using Compute Shaders to draw a Graph in high resolution. You can follow it and draw your sorting progress in a very high resolution. Furthermore, this will work in both editor and runtime.

            Source https://stackoverflow.com/questions/65639083

            QUESTION

            Defeat all targets
            Asked 2021-Jan-04 at 21:54

            I have this script, but doesn't work, when i kill one enemy the door opens, i need to know how active the door when i kill all enemies. I need to destroy all enemies to open the door, but doesn't work good, if i kill one enemy the door opens for no reason.

            ...

            ANSWER

            Answered 2021-Jan-04 at 20:25

            If I assume correctly (it is not clear from above code), You have set to all enemies some tag "EnemyR1" and now You want to check, if those enemies exists or not. If there are no enemies, you want to open the doors (like exit point for player).

            It also depends, if you kill the enemy immediately (and destroy the GameObject), or you only mark enemy as something (set some property/set is non-active/set different tag).

            In the code you want to:

            Source https://stackoverflow.com/questions/65568705

            QUESTION

            How do I keep raycast relative to the object its bound to?
            Asked 2020-Dec-31 at 13:32

            I have a car game and I would like to use raycast to detect other obstacles and do stuff if the ray hits. The problem is after the car does a 90 degree turn the raycast move in a way I did not intend them to, like this:

            But when I rotate the car by 90 degrees it looks like this:

            I'd like the rays to remain as they are in the first image regardless of the rotation of the car.

            Here is the code to cast the rays and to draw them:

            ...

            ANSWER

            Answered 2020-Dec-31 at 13:32

            You calculate the two start positions with an offset along the global world space X axis regardless of the rotation in

            Source https://stackoverflow.com/questions/65521326

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

            Vulnerabilities

            No vulnerabilities reported

            Install gizmos

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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