Stencil | Stencil is a simple and powerful template language | iOS library
kandi X-RAY | Stencil Summary
kandi X-RAY | Stencil Summary
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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QUESTION
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 14:02I'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?
QUESTION
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 10:47The 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:
QUESTION
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 19:43I've done that kind of thing with check constraints that refer to scalar functions:
In FootPrintStencil, I'd add the constraint:
QUESTION
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.
This leaves me with two questions:
- 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
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
Render all the 'bleeding' triangles, described above as set B_i, write colors and depth into FB3, and write integers to FB4
Bind the textures for FB1, FB2, FB3, FB4
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.
- 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 00:05What 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:
A framebuffer can have multiple color attachments by using
glFramebufferTexture2D
withGL_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.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.
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 andfloat
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.
QUESTION
Example Stencil.js web component:
...ANSWER
Answered 2021-May-21 at 09:03One 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
QUESTION
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 13:25There 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.
QUESTION
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 02:30Here'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.
QUESTION
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 07:15I figured it out. A more complete version of my component is:
QUESTION
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 10:35Asking 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.
QUESTION
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 16:20You forgot the result
. The items
key is in the result
.
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