kivi | Javascript library
kandi X-RAY | kivi Summary
kandi X-RAY | kivi Summary
kivi project is all about winning benchmarks, i don't think that many of its benchmark specific "optimizations" are useful in real projects. it doesn't have really important feature for building reusable components, it is impossible to return components as a root node for another component (hocs that just wrap another components). this tradeoff was made to implement efficient event delegation because we need to map 1-1 dom nodes with component instances. its api is quite ugly, all api decisions were made to squeeze out the latest bits of performance, right now profiler reports are mostly dominated by "native" code. this project was an inspiration for many other libraries, if you want to learn how to build a really fast web ui library, take a look at its source code. code base are quite ugly, but most of the time it was made this way to win benchmarks. i don't
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QUESTION
I am new in kivy, I created a form that uses 2 spinner, the 1st spinner contain a list of values that when selected it will call a function from .py file and change the values of the 2nd spinner. But whenever i select a value from the 1st spinner the "AttributeError: 'super' object has no attribute 'getattr'" is displayed. I've tried so many things but couldn't make it work, Please any attempt is appreciate.
My .py file:
...ANSWER
Answered 2021-May-13 at 13:33You are trying to reference a non-existent id
in the line:
QUESTION
I'm trying to convert array of strings with dots between names. I want to make an array of object like in const out
. I tried to make it by reduceRight, but I don't know how to combine fields.
My code:
...ANSWER
Answered 2021-Jan-26 at 16:16You can solve it using a trie
Whenever you get a string, just traverse your tree and eventually add any leaf (if you can't traverse more)
QUESTION
Is it possible to set a Widget's height relative to the parent height in Kivi?
For example: let's say I want to place a rectangle and then place three lines inside, each equal to 1/3 of the height of the rectangle so that the three lines piled up fills the rectangle :
I would go with this approach
Python File
...ANSWER
Answered 2020-Dec-11 at 16:56The problem is that when you call placeLines()
inside the build()
method, the height
of MyRectangle
has not yet been set, so its value is still the default 100
. That results in the MyLine
instances being placed at y values of 0
, 33.33
, and 66.66
. A better way to position the lines is to bind placeLines()
to the size
of MyRectangle
. You can do this by modifying your TestApp
:
QUESTION
this is the json i want to parse
...ANSWER
Answered 2020-Oct-09 at 13:54My next solution is in Python language, didn't notice at first that it is not a Python question, still my simple script can be used if you just need one-time conversion of your files.
You can use next code to re-convert your input json file to output json file while converting value from string to object.
Also before using next script you have to be sure that your input file is a valid json, this site can be used to find and fix syntax errors in input json file.
Try it online! (Look for output.json
resulting file on left pane, also input.json
).
QUESTION
I have a simple string thetext = "Dairy-Milk Price:800 Qty: 1"
.
What I want is to get the value after the last colon :
.
I'm able to do that with this: thetext[thetext.rfind(':') + 1:]
However I'm doing this repeatedly and it only lasts up to the 3rd iteration then throws invalid literal for int() value error
, how can I achieve the same for limitless iterations?
What am doing is taking thetext
and changing the last quantity by updating the number and calling the method on thetext
again, now this is repeated several times and the above solution lasts for only 3 iterations, is there any solution for this?
EDIT
I apologize my previous explanation might have been misleading or unclear,
...ANSWER
Answered 2020-Oct-05 at 14:41Suppose the string is s = "Dairy-Milk Price:800 Qty: 1".
You can retrieve this value at the end with:
QUESTION
I am trying to realize a dynamic TreeView where all updates are initialized in kivy and call a function called populate_tree_view(self, tree). The available Tree-View-docs have been a bit cryptic to me regarding this approach...I already fail at filling a TreeView on init of the App. For the following code I get the error:
name "wid" is not defined
How is that possible? As far as I understand, I refer to self=Widget, and this widget has a TreeView called "wid". Please help me.
My kivi file:
...ANSWER
Answered 2020-Aug-08 at 02:02Several issues:
- You need to use
Clock.schedule_once()
to call yourpopulate_tree_view()
method. That will delay the call until thewid
is is available in theids
. Put theClock.schedule_once()
in thebuild()
method just before thereturn
. - To access
wid
you must use theids
dictionary (self.ids.wid.add_node(TreeViewLabel(text='My first item')
) App
is a class in the Kivy package. Redefining it as aWidget
instance (or even as the name of yourApp
class) is a bad idea. Just don't setApp =
to anything and don't useclass App():
.
QUESTION
How to fix the function 'func' so that it returns the objects without being destroyed?
function 'func' must add the objects to a list and return them but be destroyed
The Smoothy abstract class has a purely virtual description method (). DecoratorSmoothy contains a smoothy, description () and getPret () methods return the description and price aggregate smoothy. SmoothyCuFream and SmoothyCuUmbreluta classes add the text “cu crema” respectively “cu umbreluta” in the description of the smoothy contained. The price of a smoothy that has the cream increases by 2 euro, the one with the umbrella costs an extra 3 euro. BasicSmoothy class is a smoothy without cream and without umbrella, method description () returns the name of the smothy
...ANSWER
Answered 2020-Jun-26 at 18:00In func
you are storing the address of function local variables in l
. So when you return l
from the function, all the Smoothy*
are now pointing to invalid memory.
To fix this, you can allocate memory for each pointer you add to l
, like this:
QUESTION
So I am learning Kivi library and I am trying to set a title for a window by using Window.set_title("Password manager")
however, the title just doesn't appear.
My full code:
...ANSWER
Answered 2019-Nov-29 at 22:18The Window
title is overwritten by the App
title. You can set that title using:
QUESTION
I made a pygame program what is working fine, but when I try to quit it, error occurs: pygame.error: display Surface quit, and show the code part: DS.blit(bg, (back_x - bg.get_rect().width, 0)). I use quit() command in my events and also at the end of the loop. Can't figure out where is the problem.
...ANSWER
Answered 2018-Jun-04 at 14:05Don't call pygame.mixer.quit()
and pygame.quit()
in the event loop when a pygame.QUIT
event occurs. When you call pygame.quit()
, you can't use some pygame functions like pygame.display.update
anymore because all modules have been uninitialized, and since the while loop is still running, this exception gets raised.
So just remove the pygame.quit
and pygame.mixer.quit()
in the event loop and call them at the end of the program (as you already do).
Actually, you don't even have to call these functions and can just let the program finish as any other program. I think pygame.quit
is only needed to close the window if you run your game with the IDLE IDE (and maybe with other tkinter based applications).
QUESTION
I made a simple game, where you have to jump over the stones moving towards you. The problem is that one of those sprites hitboxes is broken, even if the sprite mask is used. The player sprite is generated just dividing the player sprite sheet into 4 columns. Maybe there the problem is hiding? Pictures for the program: https://drive.google.com/drive/folders/1We6RDMs3Cwwprf1OY0ow9WCTHF9MHzne?usp=sharing
...ANSWER
Answered 2018-May-31 at 12:45The problem is that you use the original image to create the Player.mask
. The resulting mask covers all four poses of the character, so even if only one of the sprite sheet frames is visible, the complete original image is used for the collision detection. Your mask looks like the green area in this picture:
You should also use the rect
(i.e. the rect.topleft
coords) as the blit position, because it is used for the collision detection as well (to find the location of the mask).
I've got a fixed, shortened version of your program in which I've changed a few things to show you how I would solve the problem. First of all, I load the sprite sheet and cut it into several subsurfaces, then I assign the first surface/image to the self.image
attribute of the Player
. This image can be used to create the rect
and the mask
.
In the update
method I increment the frame_index
and assign the current image to self.image
in order to animate the sprite. BTW, it would be a good idea to create separate masks for every image and swap them as well during the animation. (I'm just using the first mask here, since the animation frames are so similar.)
Note that if you give your sprites an image
and a rect
attribute, you can just call all_sprites.update(DS)
to blit all sprite images at their corresponding rects.
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