Bedrock | Foundational Layout Primitives for your React App | Grid library
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Foundational Layout Primitives for your React App
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QUESTION
I’m in progress of making an in game overlay (in Minecraft Bedrock Edition) using the HTML5 UI (Build in way of creating UI with html and css deployed via a resource pack).
I want to achieve a HUD screen like look: Blocks of text with a translucent black background that adjusts itself to the size of the text like using display: inline-block;
.
Unfortunately the html rendering engine does not support display: inline-block
.
I assume they are using the Coherent Gameface lib:
According to their documentation, there is pretty less support for anything!
Does anyone has some experience regarding working with Bedrock HTML5 UI, Coherent Gameface or a good idea in general to solve this with some css workaround?
...ANSWER
Answered 2021-May-16 at 17:28I just came up with a solution!
This is how it LOOKED before:
QUESTION
I have a Minecraft Bedrock server running on Docker, using the default port of 19132.
I'd like to limit access to only mc.domain.com:19132
Currently domain.com:19132
(on the same IP) is also functional.
How can I limit access to only the subdomain?
I use Nginx for reverse proxying webtraffic, and the server is hosted with DigitalOcean.
Thanks.
...ANSWER
Answered 2020-Nov-14 at 21:35How can I limit access to only the subdomain?
TL;DR: You want to limit access based on information which are not available on the server. This is impossible.
Given that both domains share the same IP address and the protocol does not include the target domain name either, it is impossible to distinguish the traffic between the two domains on the server side. Only the client knows which domain name was used to access the server, the server sees only the IP address and this is the same for both domains.
QUESTION
Based on my previous question, I built a simple JSON file with one "row" per line. I'm still in shock, because this is not valid JSON, as it doesn't have square brackets around it.
One data file:
...ANSWER
Answered 2020-Oct-23 at 16:55Glue is terrible in general, but this actually surprised me until I saw the comment by Achyut: your JSON is malformed.
JSON is a data format, not a file format. There is no such thing as a correctly formatted JSON file because the specification doesn't cover that. Tools like Spark, Hadoop, and Athena require JSON data to be in files with one document per line, because that makes it easy to efficiently process the data. Sometimes this is referred to as "JSON stream" (which isn't a great name since we're talking about files), or "line-delimited JSON".
I think you will be better off just creating the table manually. You can find an example to start off from in the documentation: https://docs.aws.amazon.com/athena/latest/ug/json-serde.html
You should also use a proper JSON serialisation library for writing your JSON so that you don't end up with syntax errors like that accidental comma instead of colon.
QUESTION
I'm putting JSON data files into S3, and use AWS-Glue to build the table definition. I have about 120 fields per each json "row". One of the fields is called "timestamp" in lower case. I have 1000s of large files, and would hate to change them all.
Here (https://docs.aws.amazon.com/athena/latest/ug/reserved-words.html), I see TIMESTAMP in DDL is a reserved word. Does that mean I won't be able to read those JSON file from Athena.
I'm getting this error, which lead me to the above being a potential reason.
I clicked the 3 dots to the right of the tablename, and clicked "Preview Table", which built and ran this select statement:
...ANSWER
Answered 2020-Oct-23 at 07:43It's very easy to get Glue crawlers to create tables that don't work in Athena, which is surprising given that it's the primary goal it was designed for.
If the JSON you posted is exactly what you ran your crawler against the problem is that Athena does not support multi-line JSON documents. Your files must have exactly one JSON document per line. See Dealing with multi-line JSON? (And, bonus points, CRLF), Multi-line JSON file querying in hive, and Create Table in Athena From Nested JSON
QUESTION
I'm stuck on this problem for a few weeks now and really not sure what do to bypass a SSL error to connect to the Upsource Jetbrains tool. I'm following the below documentation
And added
...ANSWER
Answered 2020-Oct-07 at 13:54It seems Upsource uses their own JDK. Found out about it by typing
QUESTION
(thread title) bedrock minecraft more recognizable as "Windows 10 Edition" Minecraft, is it possible to create a sub category UI menu similar to that in Java minecraft where it says "mods" but in bedrock? and to add mods you make a mods folder that adds the mods coded in C++ (which the language bedrock/windows 10 MC is coded in)?
...ANSWER
Answered 2020-Sep-14 at 00:14No, Minecraft Bedrock edition (aka Windows 10 edition) does not support C++ mods. The only type of mod that Bedrock edition supports are "add-ons", which are either resource packs (which change textures, models, sounds, animations, etc) or behavior packs (which change how mobs behave).
You are able to modify the UI using resource packs, here is an example from the official wiki: https://minecraft.gamepedia.com/Tutorials/Bedrock_Edition_creator_guidelines#UI
You can find more information and tutorials on the official reference page: https://minecraft.gamepedia.com/Add-on
QUESTION
Lets say I have a C++ function result_type compute(input_type input)
, which I have made available to python using cython. My python code executes multiple computations like this:
ANSWER
Answered 2020-Sep-26 at 13:19First, an inaccuracy in the question needs to be corrected:
If my
compute_threaded_python_wrapper
would be part of asyncio, I could simply rewrite it as [...]
The rewrite is incorrect: await
means "wait until the computation finishes", so the loop as written would execute the code sequentially. A rewrite that actually runs the tasks in parallel would be something like:
QUESTION
I am building an Addon to point a compass to another player constantly, and I do not want to do this via command blocks. I think I should use .MCFUNCTION files, but I am not sure. What should I do? I have already tried searching Google, but there seems to be no information on building add-ons.
This is for Minecraft: Bedrock Edition 1.16.
The command I would use is /execute ~ ~ ~ setworldspawn ~ ~ ~
. What this means is is will execute the setworldspawn ~ ~ ~
command on behalf of whoever is. Then, the
~ ~ ~
means it would set the spawn to the player. Compasses always point to the spawn, and if this command was executed every tick, anyone with a compass could track the person because the person is at spawn.
Another question: Is there a way to make a command that lets players set who the is? I don't need that to be in, but it would be nice if it was a possibility.
Is the tick.json the way to go? I cannot seem to find any information about it.
...ANSWER
Answered 2020-Sep-12 at 04:27This is a little late, but you can set the player! Not in the way you might think, though. Let's say this is our original code: execute JohnUsername ~ ~ ~ spawnpoint
What you can actually do is use tags: execute @a[tag=targ] ~ ~ ~ spawnpoint
Now a player has to just do /tag @s add targ
and they will become the target.
So you can have the player do this. One problem: You have to make sure to do /tag @s remove targ
if you wanna switch. How do you counteract this? Make a function like this: [targetme.mcfunction]
tag @a remove targ
tag @p add targ
Now whenever i run /function targetme in the chat, I become the target and it takes away the target from whoever was before, and if no ones the target it still works and just gives me target. Sadly you can't do like /function targetadd Jim though :(. You need the player that wants to be hunter to run the function. (Or you can set up a system that selects a random player, such as replace tag @p add targ
with tag @r add targ
and when the function gets run someone is randomly selected)
QUESTION
I want to run the minecraft bedrock edition(mcpe) on Ubuntu 18.04. Here is the tutorial that I used https://markperez.dev/blog/install-minecraft-bedrock-linux-any-distro/. And I see this error after installing this program and running minecraft .apk file:
...ANSWER
Answered 2020-Aug-17 at 11:34Try to use these commands:
QUESTION
I'm looking to understand the best practice for fitting Composer (PHP) into my Docker WordPress development workflow.
I've just started using Docker for PHP/WordPress development as well as Composer. It's a bit of a steep learning curve but it all seems to make sense so far as I work through lots of guides and tutorials.
I have Docker working and (I think) a good understanding of how/why to use it. I understand a benefit of Docker is that I don't need to modify my host OS i.e. installing PHP and Composer and also that it makes it easy to move around since it includes everything required. Lots of tutorials seem to have Composer and PHP installed on the host OS as the first step for setting up a project is using Composer to pull down something like Roots Bedrock on the host OS and then using this directory as a volume in Docker. From what I understand so far this isn't the best way to do it as I'm modifying the host OS and the project container doesn't include everything required to run.
My best guess at a better way is a dedicated Composer container that has my entire project directory (containing all my different projects) as a volume. I can then run Composer commands in this container on the appropriate project directory. My sticking point on this is that again each project container doesn't include everything required to run (Composer). So my next idea is that each project should have a Composer container of its own. This would result in each project having the following containers: WordPress official image, MariaDB, phpMyAdmin, Composer. I'm not sure if this makes each project overkill with 4 containers?
If anyone is able to advise on the best practice way to do this and the reasons why I'd really appreciate it! Thanks! :)
...ANSWER
Answered 2020-Jul-19 at 00:27If I am following you right, you want to be able to install and run php composer packages in your wordpress php project.
If you are using a macOS or Linux, there is a really handy thing called homebrew. Which will make your life a whole lot easier managing and updating packages on your system; such as node, composer, etc.
Follow the simple installation guide at https://brew.sh/ to install hidden packages.
My experience of composer php packages in wordpress, you have to upload these packages (the vendor folder) to the server (in your theme folder), so you can use them via the autoload.php
file. Unlike node and javascript where only the required modules you use are compiled into a single file.
So i'm pretty sure you don't need to make an extra container in docker to handle this, because how would you deploy the composer packages to your production environment, this just over complicates things with wordpress. Plus more containers may slow down your local environment.
Treat each project as it's own using composer.json
to manage packages in the current project.
How I use composer is like this (once you have installed homebrew)...
Find a php package you wana use, for example Netspot Carbon.
Which is also on packagist.org/packages/nesbot/carbon.
In your local project wp theme directory, run the package installation command...
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