shini | Portable /bin/sh routine for reading and writing INI files | File Utils library

 by   wallyhall Shell Version: v1.1 License: MIT

kandi X-RAY | shini Summary

kandi X-RAY | shini Summary

shini is a Shell library typically used in Utilities, File Utils applications. shini has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Portable /bin/sh routine for reading and writing INI files.
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              shini has a low active ecosystem.
              It has 28 star(s) with 10 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 5 open issues and 5 have been closed. On average issues are closed in 52 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of shini is v1.1

            kandi-Quality Quality

              shini has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              shini 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

              shini releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            shini Key Features

            No Key Features are available at this moment for shini.

            shini Examples and Code Snippets

            No Code Snippets are available at this moment for shini.

            Community Discussions

            QUESTION

            getUniformLocation return null
            Asked 2021-Jun-13 at 18:45

            I have a uniform in my fragment shader and when I try to get the value of the location of the uniform, it returns null.

            I checked the spelling and I don't find any spelling error and this uniform is also used in the shader code.

            My error is:

            error in getUniformLocation([object WebGLProgram], materialAmbient): uniform 'materialAmbient' does not exist in WebGLProgram("unnamed")

            This is my code in WebGL to get a uniform location.

            ...

            ANSWER

            Answered 2021-Jun-13 at 06:22

            The uniforms materialAmbient, ambientLight and specularLight are not "used" in the shader program. They are not required to calculate the output outColor (Actually materialAmbient are ambientLight use to calculate effectiveAmbient. effectiveAmbient, however is not used).
            The compiler and linker optimize the program and removes unnecessary calculations and unnecessary variables. Therefore this variables become no active program resource and you cannot get the resource index (uniform location) for this variables.

            Source https://stackoverflow.com/questions/67955038

            QUESTION

            Assign .on('click') in a for loop to each array element individually
            Asked 2021-May-28 at 11:12

            Is there a possibility to toggleText() for each element of the array separately?

            Right now, when clicked, the values are changed for every single element at the same time and I'd like to go over them one by one as they're clicked.

            ...

            ANSWER

            Answered 2021-May-28 at 11:12

            You have jQuery - use its power

            It is not recommended to loop to add eventListeners in JavaScript, jQuery or not.

            Source https://stackoverflow.com/questions/67734671

            QUESTION

            Apply MACRO only in selected components (swModel.GetComponents)
            Asked 2021-May-20 at 06:00

            I have this code that automatically colors all assembly components with random color. I asked a different question with this code before but this time, I want to ask if anyone could help To make this code colors only the selected assembly component? I hope someone can help me with this, I am still learning in API. Please see code below.

            ...

            ANSWER

            Answered 2021-May-16 at 09:28

            Where you set the object, try this:

            Source https://stackoverflow.com/questions/67552915

            QUESTION

            Get value of the randomly chosen color
            Asked 2021-May-09 at 13:30

            I have a macro that colors the part or assembly. It randomly chooses the color and then apply it to the component. My problem is, I want to get the value of the randomly chosen color because I want that value in other sub, but I dont know how to get it. Could someone help me with this? Heres my code.

            ...

            ANSWER

            Answered 2021-May-09 at 13:30

            Please, try the next way:

            1. Declare vMatProp as a Public variable on top of a standard module (in the declarations area):

            Source https://stackoverflow.com/questions/67457743

            QUESTION

            Texture mapping in vertex shader glsl qt
            Asked 2021-May-08 at 07:38

            i am trying to achieve per vertex lighting with texture mapping in opengl using QOpenGLWindow. But the rendered object has black color. if i do same texture mapping in fragment shader, it works fine.

            ...

            ANSWER

            Answered 2021-May-08 at 07:38

            The vertex shader is just executed per vertex. Therefore, the texture is only looked up for the vertices (corners) of the primitives. The output of the vertex shader is interpolated along the fragments. You cannot do this algorithm in the vertex shader. You need to do it per fragment, in the fragment shader.
            "Per Vertex Lighting" only makes sense for a constant diffuse light. In the case of specular highlights and texture maps, the light distribution is not linear and cannot be calculated with linear interpolation. Per-vertex lighting is only used for very simple light models and is generally not used these days.

            Source https://stackoverflow.com/questions/67445081

            QUESTION

            Three JS Phong Material not showing even with Ambient Light on Custom Mesh
            Asked 2021-May-03 at 23:47

            Here I'm creating a lined object through forming a Mesh, then applying a MeshPhongMaterial.

            Have set my scene, and created a mesh object where I apply the Phong Material to. However the material itself is not evident.

            1. Is this potentially due to the way I'm creating vertices? Perhaps there is a complexity in the material (try adding wireframe to view complexity)
            2. I have added scene and ambient lighting.

            I've made a demo of this here. Here is a snippet of the material itself

            ...

            ANSWER

            Answered 2021-May-03 at 23:47

            That's because your geometry doesn't have normals, and PhongMaterial needs normals to calculate its color. Simply adding the default [0, 0, 1] normal in you xyzSet() function renders the red color you're expecting:

            Source https://stackoverflow.com/questions/67352832

            QUESTION

            Discord.js how to ignore a specific text and send the rest
            Asked 2021-May-01 at 11:47

            so im shiny new to discord.js and im trying to make an emoji library bot, which is private. the issue im facing is here :

            ...

            ANSWER

            Answered 2021-Apr-29 at 14:32

            You can use String.split() and Array.slice() to dynamically remove the command portion of message.content. Then use Array.join() to join the array back into a string.

            Source https://stackoverflow.com/questions/67319050

            QUESTION

            Two Images on one Object in OpenGL
            Asked 2021-Apr-26 at 14:52

            I have two textures. One is jpg and the other is png. I have rendered a cube and I want to use the jpg image as a background in every face of the cube and then have the png on this background. I tried mix() but i can see the background through png and I don't want that. Is there any function that can do this for me?

            Fragment Shader:

            ...

            ANSWER

            Answered 2021-Apr-26 at 14:47

            You need to mix the color depending on the alpha channel of the PNG texture. Assuming texture1 is the JPG and texture2 is the PNG, mix texture1 and texture2 depending on texture2's alpha channel:

            Source https://stackoverflow.com/questions/67268747

            QUESTION

            OpenGL is not culling faces properly when drawing OBJ model
            Asked 2021-Apr-23 at 06:46

            I'm trying to render a Teapot model from an OBJ file. I'm using the Fixed Function rendering pipeline, and I cannot change to the Programmable Pipeline. I would like to have some basic lighting and materials applied to the scene as well, so my teapot has a green shiny material applied to it. However, when I rotate the teapot around the Y-Axis, I can clearly see through to the back side of the teapot.

            Here's what I've tried so far:

            • Changing the way OpenGL culls the faces (GL_CCW, GL_CW, GL_FRONT, GL_BACK) and none produce the correct results.

            • Changing which way OpenGL calculates the front of the faces (GL_FRONT, GL_CCW, GL_BACK, GL_CW) and none produce the correct results.

            • Testing the OBJ file to ensure that it orders its vertices correctly. When I drag the file into https://3dviewer.net/ it shows the correct Teapot that is not see-through.

            • Changing the lighting to see if that does anything at all. Changing the lighting does not stop the teapot from being see-through in some cases.

            • Disabling GL_BLEND. This did nothing

            Here is what I currently have enabled:

            ...

            ANSWER

            Answered 2021-Apr-23 at 06:46

            in order to make face culling working you need to:

            1. define winding rule

            Source https://stackoverflow.com/questions/67222309

            QUESTION

            Loading STL files with Vue-cli and Three.js
            Asked 2021-Mar-11 at 10:59

            I currently have the problem that I am not able to load a STL file into a three.js scene which is created via vue-cli.

            Project setup with vue-cli 'vue init webpack ProjectName', 'cd ProjectName', 'npm install three --save' and replace the 'HelloWorld' component with this code.

            stl file is on the same folder as this vue component.

            ...

            ANSWER

            Answered 2021-Mar-11 at 10:59
            Answer

            I installed the last version of vue-cli which have a "public" folder. I also installed "vue-3d-model" by hujiulong and now it's working fine! :D

            I don't know what was the issue, maybe Vue have restricted permission without a public folder ?

            Source https://stackoverflow.com/questions/66348733

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

            Vulnerabilities

            No vulnerabilities reported

            Install shini

            You can download it from GitHub.

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