Instantiate | Type-safe and constructor injectable InterfaceBuilder | iOS library

 by   tarunon Swift Version: 4.0.1 License: MIT

kandi X-RAY | Instantiate Summary

kandi X-RAY | Instantiate Summary

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

Type-safe and constructor injectable InterfaceBuilder protocols.
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              Instantiate has a low active ecosystem.
              It has 149 star(s) with 13 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 4 have been closed. On average issues are closed in 4 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Instantiate is 4.0.1

            kandi-Quality Quality

              Instantiate has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Instantiate 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

              Instantiate releases are available to install and integrate.

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            Instantiate Key Features

            No Key Features are available at this moment for Instantiate.

            Instantiate Examples and Code Snippets

            No Code Snippets are available at this moment for Instantiate.

            Community Discussions

            QUESTION

            Clang errors "expected register" with inline x86 assembly (works with GCC)
            Asked 2021-Jun-16 at 00:48

            I wrote a demo with some inline assembly (showing how to shift an array of memory right one bit) and it compiles and functions fine in GCC. However, the with Clang, I'm not sure if it's generating bad code or what but it's unhappy that I'm using memory despite the "rm" constraint.

            I've tried many compilers and versions via Godbolt and while it works on all x86/x86_64 versions of GCC, it fails with all versions of Clang. I'm unsure if the problem is my code or if I found a compiler bug.

            Code:

            ...

            ANSWER

            Answered 2021-Jun-16 at 00:48

            I'm unsure if the problem is my code or if I found a compiler bug.

            The problem is your code. In GNU assembler, parentheses are used to dereference like unary * is in C, and you can only dereference a register, not memory. As such, writing 12(%0) in the assembly when %0 might be memory is wrong. It only happens to work in GCC because GCC chooses to use a register for "rm" there, while Clang chooses to use memory. You should use "r" (bytes) instead.

            Also, you need to tell the compiler that your assembly is going to modify the array, either with a memory clobber or by adding *(unsigned char (*)[16])bytes as an output. Right now, it's allowed to optimize your printf to just hardcode what the values were at the beginning of the program.

            Fixed code:

            Source https://stackoverflow.com/questions/67993984

            QUESTION

            QtTest under PyQt5 fails when widgets-under-test have to be visible to work
            Asked 2021-Jun-15 at 17:01

            I've started to create UI tests for my PyQt5 widgets using QtTest but have run into the following difficulties:

            • In order to speed up things, some of my widgets only perform operations when visible. As it seems that QtTest runs with invisible widgets, the corresponding tests fail.

            • For the same reason, I cannot test program logic that makes a subwidget visible under certain conditions.

            Is there a way to make widgets visible during test? Is this good practice (e.g. w.r.t. CI test on GitHub) and is QtTest the way to go?

            I have tried to use pytest with pytest-qt without success as I couldn't find a proper introduction or tutorial and I do know "Test PyQt GUIs with QTest and unittest".

            Below you find a MWE consisting of a widget mwe_qt_widget.MyWidget with a combobox, a pushbutton and a label that gets updated by the other two subwidgets:

            ...

            ANSWER

            Answered 2021-Jun-15 at 17:01

            The problem is simple: QWidgets are hidden by default so isVisible() will return false, the solution is to invoke the show() method in init() to make it visible:

            Source https://stackoverflow.com/questions/67990408

            QUESTION

            How to get a value from application.properties in Spring Boot with a component in a service to encrypt a property in a entity
            Asked 2021-Jun-15 at 16:03

            When I call the method llaveCom.getName() I always get a null, I don't know why

            Code of component"

            ...

            ANSWER

            Answered 2021-Jun-15 at 15:59

            You should use constructor injection. And because you already injection Llaveompo you don't need to have @Value for the secret.

            Source https://stackoverflow.com/questions/67989436

            QUESTION

            Registering repository using generics with multiple types c# dotnet core
            Asked 2021-Jun-15 at 15:37

            I'm creating a generic repository as follows:

            ...

            ANSWER

            Answered 2021-Jun-15 at 15:37

            Three things come immediate to mind.

            The first is nothing to do with your question but CouponRepository should not have its own member for _couponApiDBContext it has access to the base class TContext - that's the whole point of having it generic in the first place.

            The second is that you are specializing IRepository with RedeemCoupon method in ICouponRepository - so you have zero chance of registering an open generic type and just expecting DI to know what actual interface you're after.

            You're left with removing this AddTransient(typeof(IRepository<>), typeof(Repository<,>)) - it's pointless as DI cannot instantiate an abstract class anyway, and that is the root cause of your error message and you should register AddTransient() and request ICouponRepository where you need it - you cant ask for IRepository as that will not have your RedeemCoupon method which I assume you need.

            Source https://stackoverflow.com/questions/67989219

            QUESTION

            Unity. Input.MousePosition is returning coordinates that are way too large for the screen
            Asked 2021-Jun-15 at 15:03

            The highest Y position that is shown in my camera is 5 and -5. For the X its 10. I'm making a tower defense game and I want the tower to follow my mouseposition after I buy it until I click on a place in the track to build/ place it. I got so confused because I couldn't see my tower at all but now I realized that my mouse coordinates are HUGE. It's up to the hundreds on each axis. My screen obviously can't fit that. I tried even dividing the mouseposition in a vector 2 by 45 and making an offset so it can fit well. Unfortunately I have to change the values depending on the screen size so that can't work. I don't know if it matters but here's my script? This script get's called after the tower gets instantiated from the store. The store button is in the canvas if that helps? Maybe the canvas is why everything is off? How do I fix it?

            ...

            ANSWER

            Answered 2021-Jun-15 at 15:03
            Screen space is different from world space

            In Unity, Input.MousePosition is measured in terms of pixels on your screen. Let's say you have a 1080p monitor - 1920 x 1080 - which is pretty common these days, that means Input.MousePosition will be in the following range when your game is fullscreen:

            • x: 0 to 1919
            • y: 0 to 1079

            The actual world units - the units as seen in your scene - don't matter at all and can be basically anything.

            Another thing of note is that your gameworld is 3D and the physical screen is 2D. Assuming your camera is looking into open space in your world, a single pixel on the screen is represented by an infinite line in the 3D world. This line is called a ray, and you can turn a 2D screen position into a ray via Camera.ScreenPointToRay, and then find what 3D objects that line intersects with via a Physics.Raycast.

            Source https://stackoverflow.com/questions/67963373

            QUESTION

            Solving Time-constrained CVRP with two vehicle types in Google or-tools
            Asked 2021-Jun-15 at 12:54

            I am modeling a Time-constrained CVRP. The problem is to minimize the total travel time (not including the package dropping time) subject to vehicle (delivery) capacity and total time spent (per vehicle) constraints. The package dropping time refers to an additional time to be spent at each node, and the total time spent equals to the travel time plus this additional time. I have the below model that works for a single vehicle-type case. I would like to introduce two-vehicle type concept in there, meaning that I have a set of V1 type vehicles and another set of V2 type vehicles. The only difference of the vehicle-types is the per time cost of travel. Let x denote the per time unit cost of travel by V1, and y denote the per time unit travel cost of V2. How can I design the model so that it incorporates this additional aspect?

            ...

            ANSWER

            Answered 2021-Jun-13 at 13:34

            Simply register two transits callbacks (i.e. one per vehicle type)

            Then use the overload of AddDimension() to pass an array of registered transit callback index.

            e.G. Mizux/vrp_multiple_transit.py

            Source https://stackoverflow.com/questions/67948290

            QUESTION

            Does reloading a page makes the whole angular app re-running?
            Asked 2021-Jun-15 at 09:10

            I have two pages in my app. When I refresh or reload it by pressing the url in urlbar, I found out my inserted data in both pages are gone. Does this conclude to the app gets re-instantiated or re run thus the dynamically inserted changes are gone.

            ...

            ANSWER

            Answered 2021-Jun-10 at 19:58

            No, the app doesn't re-run. Reloading the page means the page itself gets re-rendered. So, if you make some local changes on the web-page which isn't persistent - means which isn't stored in some Database those changes will not persist and will not be reflected after you reload your page.

            Source https://stackoverflow.com/questions/67926423

            QUESTION

            Unity3D is giving me unexpected output: Instantiating objects at too high of a rate
            Asked 2021-Jun-15 at 04:36

            Alright, so I'm making a game in Unity, and I tried to spawn in enemies randomly around a player. To control the rate of the spawning, I created a private bool spawnCooldown variable. Then, there was an if {} statement which controlled the rate of spawning. The original code is below:

            ...

            ANSWER

            Answered 2021-Jun-14 at 04:40

            You need to add the seconds of cooldown you want on the spawner when you declare it too, E.G spawnCooldown = Time.time + coolDownPeriodInSeconds;

            You also need to set spawnCooldown to be a float, which stores numbers. Currently you have stored it as a bool, which only stores true or false values, and therefore cannot be compared to Time.time further in the code.

            Lastly you are missing the closing } character in the if block

            What is happening currently is you are doing the following:

            1. Setting spawn Cooldown to be the current Time
            2. For every frame after that, checking if the new current time is greater than the old time you set as spawnCooldown. Since it always is, the code will then run through the spawn script.

            If you change it to

            Source https://stackoverflow.com/questions/67964519

            QUESTION

            Is it possible to use an Abstract Base Class as a mixin?
            Asked 2021-Jun-15 at 03:43

            TL;DR: Interested in knowing if it's possible to use Abstract Base Classes as a mixin in the way I'd like to, or if my approach is fundamentally misguided.

            I have a Flask project I've been working on. As part of my project, I've implemented a "RememberingDict" class. It's a simple subclass of dict, with a handful of extra features tacked on: it remembers its creation time, it knows how to pickle/save itself to a disk, and it knows how to open/unpickle itself from a disk:

            ...

            ANSWER

            Answered 2021-Jun-15 at 03:43

            You can get around the problems of subclassing dict by subclassing collections.UserDict instead. As the docs say:

            Class that simulates a dictionary. The instance’s contents are kept in a regular dictionary, which is accessible via the data attribute of UserDict instances. If initialdata is provided, data is initialized with its contents; note that a reference to initialdata will not be kept, allowing it be used for other purposes.

            Essentially, it's a thin regular-class wrapper around a dict. You should be able to use it with multiple inheritance as an abstract base class, as you do with AbstractRememberingDict.

            Source https://stackoverflow.com/questions/67978006

            QUESTION

            "cannot return value referencing local variable" when returning PhysicalDevice (Vulkano)
            Asked 2021-Jun-14 at 20:54

            I know this is a Rust newbie problem, but I actually can't wrap my head around it. I need to pass around a PhysicalDevice from the Vulkano library. The problem is, PhysicalDevice holds a reference:

            ...

            ANSWER

            Answered 2021-Jun-14 at 20:54

            So the reason for the error message is that instance is a local variable in your instantiate function. Because you aren't moving its ownership to the return value, it will be dropped at the end of the function.

            But then if it gets dropped, any reference to it would be invalid. That's why Rust doesn't let you return something holding a reference to the local variable.

            First, your struct is redundant, because PhysicalDevice already holds a reference for the instance. Even without the local variable problem, I think you'd run into an ownership problem.

            Second, let's say you rewrite and get rid of your InstanceInfo struct and instead you want to just return a PhysicalDevice<'static>. Well if that's what you promise to the compiler, then you have to make sure that the instance you create will live for as long as the program lives.

            You can do that either by having instance be a static variable of your module, or by creating it at the very beginning of the program and then simply pass a reference ot it around.

            For example

            Source https://stackoverflow.com/questions/67976699

            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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