Pulley | A library to imitate the iOS 10 Maps UI | iOS library

 by   52inc Swift Version: 2.9.1 License: MIT

kandi X-RAY | Pulley Summary

kandi X-RAY | Pulley Summary

Pulley is a Swift library typically used in Mobile, iOS, Xcode applications. Pulley has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Pulley is an easy to use drawer library meant to imitate the drawer in iOS 10/11's Maps app. It exposes a simple API that allows you to use any UIViewController subclass as the drawer content or the primary content.
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              Pulley has a medium active ecosystem.
              It has 1986 star(s) with 274 fork(s). There are 33 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 52 open issues and 284 have been closed. On average issues are closed in 40 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Pulley is 2.9.1

            kandi-Quality Quality

              Pulley has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Pulley 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

              Pulley releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Pulley
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            Pulley Key Features

            No Key Features are available at this moment for Pulley.

            Pulley Examples and Code Snippets

            No Code Snippets are available at this moment for Pulley.

            Community Discussions

            QUESTION

            Regex (Groups) - validation for word
            Asked 2021-Mar-31 at 19:57

            I request your help with the following expression that does not meet all the patterns, the expression that I built is the following:
            Pattern: ^(\w{1,}\W?\w{1,})\s([\w].*)\s([\d.?]{1,})\s([\d.?]{1,})\s([\d.?]{1,})$

            • Group 1: 1G701−2LF00
            • Group 2: FUEL PUMP ASSY
            • Group 3: 6
            • Group 4: 102.40
            • Group 5: 614.40

            Lines:

            ...

            ANSWER

            Answered 2021-Mar-31 at 19:57

            This part of the pattern \w{1,}\W?\w{1,} matches 1 or more word chars, an optional non word character and then again 1 or more word chars. Maybe is it not intended, but note that the \W is optional and there should be at least 2 word characters.

            In the last example string SLIFT−16405−01H there are 2 hyphens, but the pattern can not match −01H as the \W followed by word characters is not repeated and will only match once.

            In the example data, the first part only contains - and if that is the only non word character, \W is a broad match. You could instead match the - or use [^\w\s]

            To match all lines in the example data:

            Source https://stackoverflow.com/questions/66893897

            QUESTION

            Unity 3D - Camera follow behind main character + offset
            Asked 2020-Sep-27 at 04:22

            I use the attached c# script to control the camera.

            Mouse scroll (pulley/roller/wheel): Zooming in and out of the main character
            Up Arrow (or W key) and Down Arrow (or X key): Raise and Lower the camera
            Right arrow (or D key) and Left arrow (or A key): Rotate the camera around the main character

            I try to get the camera to follow the back of the main character, and add it the offset that player defined by using mouse and arrows.

            This line correctly moves the camera according to the input from the mouse and arrows:

            ...

            ANSWER

            Answered 2020-Sep-27 at 04:22

            I tested your code and adjusted it til it worked like you were trying to have it work. Instead of using offset, I used an angle. Then after setting the position, I rotate around the object by that angle. I set the height as part of setting the position. Lastly, I multiplied the target.forward by currentZoom to make it the distance the camera is from the object. I also adjusted the default values since these changes would make it really close otherwise. I'm pretty sure there are ways to simplify this a bit, but this works!

            Source https://stackoverflow.com/questions/64081510

            QUESTION

            Refresh Animated Plot with Tkinter Scale Widget
            Asked 2020-Aug-25 at 23:38

            I'm working on an interactive pseudo-standing wave demo, and I'm at a bit of an impasse. Essentially, the goal of this project is to recreate a variant of Melde's experiment, wherein a string is driven by an oscillator on one end with the other end connected to a pulley at a 90 degree angle. In the physical version of this experiment, one would add lead shot pellets to a cup hanging from this pulley, increasing the tension in the string until a standing wave is formed.

            This project isn't truly a standing wave simulation, as I'm not numerically solving the wave equation with the necessary boundary conditions; rather, I'm generating an incident sine wave and a 'reflected' sine wave. Here, the incident wave can be tuned such that the wave vectors between the two waves match up, producing a standing wave. My goal is to be able to tune this wave by adjusting the number of lead shot pellets dropped into the cup via a scale widget through Tkinter. In other words, I want to be able to adjust the slider shown in the screenshot below and have the (animated) wave update accordingly.

            I've found a few somewhat related questions on this very forum, but they all seem to be related to updating a still plot with the movement of the slider, or animating the slider itself. In my case, the wave plot is already animated - already moving in time, and I want to refresh the animation itself whenever the slider is adjusted. I know that I need to command the scale widget to call on a function, but I'm not sure how to do this while still preserving the animation function already present in the code. Ultimately, I want to be able to control the parameter N (towards the top of the code below) using the scale widget, with the animated plot updating accordingly.

            ...

            ANSWER

            Answered 2020-Aug-25 at 23:38

            Simply getting the current slider value within the animate function itself worked perfectly, as user jasonharper stated.

            Source https://stackoverflow.com/questions/63588222

            QUESTION

            Binding two ViewModel for two DataGrid, but only 1 DataGrid can display data
            Asked 2019-Jun-13 at 06:12

            I have 2 DataGrid to display information from 2 tables I get from Database MySQL. I'm using MVVM pattern and I have 2 ViewModel called: "CheckJigInfoViewModel" and "AccessoryViewModel" for those DataGrid. I setthose ViewModel to my two DataGrid, but only one in two DataGrid can show the data.

            Am I getting wrong some code? Please give me some advise!

            I atttach some picture for the content above and code for my ViewModel:

            • The pictures:

            - Code for ViewModel:

            • ViewModel: CheckJigInfoViewModel
            ...

            ANSWER

            Answered 2019-Jun-13 at 06:12

            I found the answer for my problem. Thanks @Avinash Reddy for your advise. Because my sub-grid layout for the DataGrid in my GroupBox2 overflow. It drowned the GridData of GroupBox1 and I didn't see my GridData in GroupBox1 shown the data. I fixed it by to set a "Height" for the DataGrid in GroupBox2 and It's worked well.

            Source https://stackoverflow.com/questions/56573430

            QUESTION

            Installing Pod for More Than One Scheme Environment
            Asked 2019-May-15 at 07:09

            I'm new in iOS Programming and right now I want to build multiple environment for my current apps. But when I'm installing pods, it success, but my pods are not recognized. It shows error

            'No Such Module'

            in all of framework that I install.

            So here's my scheme look like:

            and here's my configuration file setting look like:

            and here's my Podfile:

            ...

            ANSWER

            Answered 2019-May-14 at 10:51

            Go to pod file and define pods, then add them to specific targets:

            Source https://stackoverflow.com/questions/56128499

            QUESTION

            Search Bar Icon Moving Down?
            Asked 2019-Feb-24 at 19:47

            ...

            ANSWER

            Answered 2019-Feb-24 at 19:47

            QUESTION

            Collapsible Navigation Issues
            Asked 2019-Feb-07 at 20:57

            I am having issues with my collapsible nav bar. I am trying to make it so that the content below the nav bar will push down so that it does not overlap the content on the webpage. I've tried everything from z-index, display types and nothing seems to be working. Can someone please help me with this?

            ...

            ANSWER

            Answered 2019-Feb-07 at 20:57

            You should use the min-height property instead of height on the .nav class like so:

            Source https://stackoverflow.com/questions/54581897

            QUESTION

            Why do box2d bodies objects penetrate one another when linked by joint?
            Asked 2019-Feb-04 at 05:23
            Background

            I am trying to figure out at a high level why I'm getting some unexpected behavior using b2.js (a wrapper library for box2d). I'm trying to model crystal structures of particles in a chemical system (all represented as b2body rectangles) and so I thought I'd be able to link together particles using b2Joint rope objects and create a rigid lattice of individual rectangles.

            When I just place the b2Body particles on screen and don't connect them, the physics of the bodies looks right. However, when I link together the units of the crystal with a b2Joint, the b2Body boxes now are able to overlap and penetrate each other.

            I'm not sure why this is happening and would appreciate any guidance.

            Video of the behavior

            https://www.youtube.com/watch?v=zEUN238gd6Q&feature=youtu.be

            Code from b2.js library

            Here's the relevant bit of code from b2.js where joints are created:

            ...

            ANSWER

            Answered 2019-Feb-04 at 05:23

            box2d bodies that are linked by joints will penetrate each other when their collide connected property is false. This is the default setup.

            Setting the collide connected property to true, should enable collision processing between connected bodies so that they no longer penetrate each other.

            A tutorial on box2d joints that I like and details this more is available at: http://www.iforce2d.net/b2dtut/joints-overview .

            Source https://stackoverflow.com/questions/54497041

            QUESTION

            Dynamic Object Naming and Class Calling in Python
            Asked 2019-Jan-27 at 15:37

            I'm developing a programming language in Python where you can program a simulation of simple machines. I have written a function that takes some input, parses it, and finds out what the first word is.

            Now, for the first word insert, I need to take the next words obj, name, x, and y.

            obj: what type of simple machine it is
            name: what you want to call the object
            x: X coordinate on the graph
            y: Y coordinate on the graph

            I have already made a function nextword that iterates through the rest of the code and defines each variable as those words, so with the following code:

            ...

            ANSWER

            Answered 2019-Jan-27 at 15:32

            name 'obj' is not defined is because obj is defined in another function. You have to use MYOBJECT.obj, not obj alone, and also keep a reference to MYOBJECT.

            '{}'.format(obj)(name,x,y) doesn't mean anything, '{}'.format(obj) is a string and isn't callable.

            SyntaxError: can't assign to function call is the actual problem you seem to be interested in. You could do globals()['{}'.format(name)] = stuff but it doesn't work for local variables and objects (and your linter is not going to like it).

            If you want to do the same for objects you can use setattr(MYOBJECT, '{}'.format(name), '{}'.format(obj))

            All of the solutions above are in technical terms considered "ugly" and what you're probably looking for is a dictionary, while it isn't OOP, dictionaries are used behind the scenes to handle exactly what you want to do with objects. An object without methods is essentially a just dictionary.

            Source https://stackoverflow.com/questions/54389528

            QUESTION

            Combining Maybe, IO and functions outside context result in error
            Asked 2018-Aug-01 at 09:49

            Can't figure out how to make code below work. Tried all possible typesigs I think.

            Code

            ...

            ANSWER

            Answered 2018-Aug-01 at 09:49

            In Haskell function application is left associative, which means the expression:

            Source https://stackoverflow.com/questions/51628856

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

            Vulnerabilities

            No vulnerabilities reported

            Install Pulley

            github "52inc/Pulley" Please read this issue regarding setup if using Carthage. Follow the developer documentation for Swift Package Manager (versions 2.8.x). Simply copy the files in the PulleyLib folder into your project.

            Support

            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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