Stencil | Stencil is a simple and powerful template language | iOS library

 by   stencilproject Swift Version: 0.15.1 License: BSD-2-Clause

kandi X-RAY | Stencil Summary

kandi X-RAY | Stencil Summary

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

Stencil is a simple and powerful template language for Swift. It provides a syntax similar to Django and Mustache. If you're familiar with these, you will feel right at home with Stencil.
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              Stencil has a medium active ecosystem.
              It has 2241 star(s) with 220 fork(s). There are 34 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 20 open issues and 128 have been closed. On average issues are closed in 420 days. There are 9 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Stencil is 0.15.1

            kandi-Quality Quality

              Stencil has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Stencil is licensed under the BSD-2-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

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

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            Stencil Key Features

            No Key Features are available at this moment for Stencil.

            Stencil Examples and Code Snippets

            No Code Snippets are available at this moment for Stencil.

            Community Discussions

            QUESTION

            How to call mirage server before application starts in StencilJS
            Asked 2021-Jun-15 at 14:02

            I am working on a StencilJS project where I have to use MirageJS to make fake API data.

            How to call server before StencilJS application loads. In react we can call makeServer() in the index.ts file, but in the stencil, we don't have such a file.

            How can we call this to start the mirage server, Please can someone suggest the correct way.

            Below is my server.ts file mirage/server.ts

            ...

            ANSWER

            Answered 2021-Jun-15 at 14:02

            I'm not familiar with MirageJS so I might be off, but can you use globalScript (https://stenciljs.com/docs/config) and then run your Mirage server there?

            Source https://stackoverflow.com/questions/67985711

            QUESTION

            How to get rid of the Shape Label
            Asked 2021-Jun-14 at 10:47

            I'm trying to automate network diagrams and I'm having trouble getting rid of the label of the cloud shape. When I try to get rid of the -Label parameter, the cloud will not be drawn. I know that I can manually delete the label but is there a way to draw the cloud without using the -Label parameter? I've provided my code down below:

            ...

            ANSWER

            Answered 2021-Jun-14 at 10:47

            The syntax you want comes from:

            https://www.powershellstation.com/2016/04/29/introducing-visiobot3000-part-2-superman/

            So the syntax for the line of code to drop a shape on a page is:

            Source https://stackoverflow.com/questions/67913147

            QUESTION

            Enforce additional constraints on N:M table server
            Asked 2021-Jun-02 at 21:38

            I have the following tables in SQL Server 2019, where each footprint can have many stencils and each stencil can have many footprints.

            ...

            ANSWER

            Answered 2021-Jun-02 at 19:43

            I've done that kind of thing with check constraints that refer to scalar functions:

            In FootPrintStencil, I'd add the constraint:

            Source https://stackoverflow.com/questions/67811086

            QUESTION

            How to write integers alongside pixels in the framebuffer, and then use the written integer to ignore the depth buffer
            Asked 2021-May-30 at 01:18
            What I want to do

            I want to have a set triangles bleed through, or rather ignore the depth buffer, for another set triangles, but only if they have the same number.

            Problem (optional reading)

            I do not know how to do this without introducing a ton of bubbles into the pipeline. Right now I have very high throughput because I can throw my geometry onto the GPU, tell it to render, and forget about it. However, if I have to keep toggling the state when drawing, I'm worried I'm going to tank my performance. Other people who have done what I've just said (doing a ton of draw calls and state changes) have much worse performance than me. This performance hit is also significantly worse on older hardware, where we are talking on order of 50 - 100+ times performance loss by doing it the state-change way.

            Unfortunately this triangle bleeding scenario happens many thousands of times, so the state machine will be getting flooded with "draw triangles, depth off, draw triangles that bleed through, depth on, ...", except N times, where N can get large (N >= 1000).

            A good way of imagining this is having a set of triangles T_i, and a set of triangles that bleed through B_i where B_i only bleeds through T_i, and i ranges from 0...1000+. Note that if we are drawing B_100, then it should only bleed through T_100, not T_99 or T_101.

            My next thought is to draw all the triangles with their integer into one framebuffer (along with the integer), then draw the bleed through triangles into another framebuffer (also with the integer), and then merge these framebuffers together. I figure they will have the color, depth, and the integer, so I can hopefully merge them in the fragment shader.

            Problem is, I have no idea how to write an integer alongside the out vec4 fragColor in the fragment shader.

            Questions (and in short)

            This leaves me with two questions:

            1. How do I write an integer into a framebuffer? Do I need to write to 4 separate texture framebuffers? (like one color/depth framebuffer texture, another integer framebuffer texture, and then double this so I can merge the pairs of framebuffers together at some point?)

            To make this more clear, the algorithm would look like

            1. Render all the 'could be bled from triangles', described above as set T_i, write colors and depth info into FB1, and write integers into FB2

            2. Render all the 'bleeding' triangles, described above as set B_i, write colors and depth into FB3, and write integers to FB4

            3. Bind the textures for FB1, FB2, FB3, FB4

            4. Render each pixel by sampling the RGBA, depth, and integers from the appropriate texture and write those out into the final framebuffer

            I would need to access the color and depth from the textures in the shader. I would also need to access the integer from the other texture. Then I can do the comparison and choose which pixel to write to the default framebuffer.

            1. Is this idea possible? I assume if (1) is, then the answer is yes. Maybe another question could be whether there's a better way. I tried thinking of doing this with the stencil buffer but had no luck
            ...

            ANSWER

            Answered 2021-May-30 at 00:05

            What you want is theoretically possible, but I can't speak as to its performance. You'll be reading and writing a whole lot of texels in a lot of textures for every program iteration.

            Anyway to answer your questions:

            1. A framebuffer can have multiple color attachments by using glFramebufferTexture2D with GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, etc. Each texture can then have its own internal format, in your example you probably want a regular RGB texture for your color output, and a second 1-integer only texture.

            2. Your depth buffer is complicated, because you don't want to let OpenGL handle it as normal. If you want to take over the depth buffer, you probably want to attach it as yet another, float texture that you can check against or not your screen-space fragments.

            3. If you have doubts about your shader, remember that you can bind the any number of textures as input samplers you program in code, and each color bind gets its own output value (your shader runs per-texel, so you output one value at a time). Make sure the format of your output is correct, ie vec3/vec4 for the color buffer, int for your integer buffer and float for the float buffer.

            And stencil buffers won't help you turn depth checking on or off in a single (possibly indirect) draw call. I can't visualize what your bleeding thing means, but it can probably help with that? Maybe? But definitely not conditional depth checking.

            Source https://stackoverflow.com/questions/67756516

            QUESTION

            StencilJS Web Component: How to allow end-user to prevent default via custom click event?
            Asked 2021-May-22 at 11:16

            Example Stencil.js web component:

            ...

            ANSWER

            Answered 2021-May-21 at 09:03

            One way would be to overload the addEventListener function and capture the function reference

            (needs some more work to make it work with nested elements, you get drift)

            Or use a custom method addClick(name,func) so the user can still add any listener

            Source https://stackoverflow.com/questions/67626028

            QUESTION

            Blend two color attachments together into final image
            Asked 2021-May-21 at 13:25

            If I have multiple color attachments, it is said I can blend those together for the final image to be presented.

            I understand how to configure fixed blending functions with:

            ...

            ANSWER

            Answered 2021-May-21 at 13:25

            There is no such thing as "blending of color attachments". Blending happens between the current value in an attachment and the fragment color(s) generated for a specific fragment.

            If you have two framebuffer attached images, and you want to blend between them, what you need to do is render a full-screen quad in such a way that you're reading from one attachment in the FS and writing (with blending) to the other. You would have to read from one of the attachments as an input attachment, so you need to put this rendering command in a new subpass.

            If you're writing to a third image (which isn't ideal, since you have one more image than you need), then you can just read from both images, do the blending in the shader with regular math, and write to the third.

            Source https://stackoverflow.com/questions/67636445

            QUESTION

            Changing the Color of a Visio Shape via Powershell Script
            Asked 2021-May-07 at 02:30

            I'm trying to automate the creation of network diagrams via Powershell and Visio but, I'm at a roadblock. I want to change the color of the Cloud (built-in Visio shape) but for some reason, the color does not change. Can you please help me solve this issue? (See code below)

            ...

            ANSWER

            Answered 2021-May-07 at 02:30

            Here's a function which will set the color. Visio shapes are complicated, involving sub-shapes and gradient shading. This function sets all of the shapes (and subshapes) to the color.

            Source https://stackoverflow.com/questions/67387341

            QUESTION

            Stencil: Sudden build error without message after adding `@Method` to component
            Asked 2021-May-03 at 07:15

            I cannot give too much information here (because there really isn't), but only this:

            All of the sudden, after adding a @Method function to a stencil component:

            ...

            ANSWER

            Answered 2021-May-03 at 07:15

            I figured it out. A more complete version of my component is:

            Source https://stackoverflow.com/questions/67298270

            QUESTION

            EsLint won't recognise my Web Components extended HTMLElement interfaces
            Asked 2021-Apr-22 at 10:35

            I've built a bunch of web components with StencilJS and published them to NPM. Next, I did install the NPM package in my Angular 11 app and followed Stencils Angular framework integration guide. The custom elements work fine but when I defined the types and have "no-undef" set in my esLint ruleset, I get the following error from esLint:

            "'HTMLMiIconElement' is not defined"

            Which is the extended HTMLElement interface of my web component.

            When imported manually to the typeScript file where it is used everything seems to work but I know from previous projects that it should not be necessary.

            I think that I oversee something and would appreciate any help! :)

            my-component-file.ts

            ...

            ANSWER

            Answered 2021-Apr-22 at 10:35

            Asking the Stencil community it turns out that it is strongly recommended not to use the no-undef lint rule on TypeScript projects as TypeScript already provides this check.

            https://github.com/typescript-eslint/typescript-eslint/blob/master/docs/getting-started/linting/FAQ.md#i-get-errors-from-the-no-undef-rule-about-global-variables-not-being-defined-even-though-there-are-no-typescript-errors

            Source https://stackoverflow.com/questions/67191984

            QUESTION

            Problem with update database from API in Laravel PHP
            Asked 2021-Apr-15 at 16:20

            I have a database of items, now I need to update the pictures in 10,000 records in the database, I make an API request, I receive an answer, but I just cannot process the answer correctly.

            I received result:

            ...

            ANSWER

            Answered 2021-Apr-15 at 16:20

            You forgot the result. The items key is in the result.

            Source https://stackoverflow.com/questions/67111952

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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