imouse | iPad Pro 的鼠标指针,用了又用 | Hacking library

 by   rikumi TypeScript Version: Current License: No License

kandi X-RAY | imouse Summary

kandi X-RAY | imouse Summary

imouse is a TypeScript library typically used in Security, Hacking applications. imouse has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

iPad Pro 的鼠标指针,用了又用
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              imouse has a low active ecosystem.
              It has 19 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              imouse has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of imouse is current.

            kandi-Quality Quality

              imouse has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              imouse does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              imouse releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            imouse Key Features

            No Key Features are available at this moment for imouse.

            imouse Examples and Code Snippets

            No Code Snippets are available at this moment for imouse.

            Community Discussions

            QUESTION

            Shadertoy shader not compiling in p5js
            Asked 2021-Jan-15 at 04:35

            I've been trying to import some nice shadertoy code that I want to use in p5.js.

            https://www.shadertoy.com/view/wtGyRz here's the shadertoy code if anyone wants to look at it.

            I believe that I've changed everything to the correct format for WEBGL but it keeps on getting a compile error and I'm not entirely sure why. I'm relatively new to WEBGL and using shaders so help would be greatly appreciated.

            So here is my super simple js code:

            ...

            ANSWER

            Answered 2021-Jan-15 at 04:35

            The issue is the shadertoy shader is a GLSL ES 3.0 shader for WebGL2 but p5.js only supports GLSL ES 1.0 and WebGL1

            The incompatibilities include the \ at the end of a couple of lines which is what generated this error

            glShaderSource: Shader source contains invalid characters

            That took a while to find. Firefox gave a better error

            WebGL warning: shaderSource: source contains illegal character 0x5c.

            Remove the \ characters and you'll start getting more relevant errors like

            Darn! An error occurred compiling the fragment shader:
            ERROR: 0:33: '%' : integer modulus operator supported in GLSL ES 3.00 and above only
            ERROR: 0:37: '0.05f' : Floating-point suffix unsupported prior to GLSL ES 3.00
            ERROR: 0:37: '0.05f' : syntax error

            Remove the f suffixes and more version related issue appear

            An error occurred compiling the fragment shader:
            ERROR: 0:33: '%' : integer modulus operator supported in GLSL ES 3.00 and above only
            ERROR: 0:39: '[]' : array constructor supported in GLSL ES 3.00 and above only
            ERROR: 0:39: '[]' : first-class arrays (array initializer) supported in GLSL ES 3.00 and above only
            ERROR: 0:39: '=' : Invalid operation for arrays
            ERROR: 0:39: '=' : cannot convert from 'const array[10] of 3-component vector of float' to 'mediump array[10] of 3-component vector of float'
            ERROR: 0:56: 'GetColor' : no matching overloaded function found
            ERROR: 0:56: '=' : dimension mismatch
            ERROR: 0:56: '=' : cannot convert from 'const mediump float' to 'mediump 3-component vector of float

            Source https://stackoverflow.com/questions/65729018

            QUESTION

            Port shader with multiple buffers from shadertoy
            Asked 2020-Oct-04 at 11:13

            Im trying to understand how to implement multiple buffers in three.js by porting a shader from shadertoy with help of this thread. https://discourse.threejs.org/t/help-porting-shadertoy-to-threejs/

            I tried to rewrite it for js but it doesnt compile. Here is the code: https://codepen.io/haangglide/pen/BaKXmLX

            It is based on this one: https://www.shadertoy.com/view/4sG3WV

            My understanding of using buffers is:

            1. create a bufferscene

            bufferAscene = new THREE.Scene();

            1. create a texture
            ...

            ANSWER

            Answered 2020-Oct-04 at 11:13

            Here is a live example that ported the original TS code to JavaScript.

            Source https://stackoverflow.com/questions/64189611

            QUESTION

            How to fix 'IHasInputDevices is obsolete. Use the Actions or ActionsBuilder class to simulate mouse and keyboard input' warning with Selenium
            Asked 2020-Jul-30 at 12:59

            After upgrading the Selenium NuGet packages in our solution to version 3.141.0 (both Selenium.WebDriver and Selenium.Support), the IHasInputDevices interface now has a warning:

            'IHasInputDevices' is obsolete. 'Use the Actions or ActionsBuilder class to simulate mouse and keyboard input.'

            I created a utility class called LazyWebDriver, which implements the IWebDriver, IHasInputDevices and IActionExecutor interfaces. The LazyWebDriver class delays the instantiation of ChromeDriver until a member of IWebDriver gets accessed. This allows us to pass an IWebDriver object around and delay the appearance of the browser window, in case a test fails during the setup phase.

            Code for the LazyWebDriver class:

            ...

            ANSWER

            Answered 2020-Jul-30 at 12:59

            At least in 3.14 you can not eliminate the IHasInputDevices interface

            Refer this selenium-3.141.59/dotnet/src/webdriver/Interactions/Actions.cs#L68 Its checking for IHasInputDevices . Even RemoteWebdriver in 3.14 implements IHasInputDevices so your LazyWebDriver must implement it .

            Source https://stackoverflow.com/questions/63073549

            QUESTION

            Fading between shadertoy shaders in p5.js?
            Asked 2020-Jun-18 at 08:32

            I am trying to fade between several different types of shaders from shadertoy by importing them to p5.js and am trying to figure out the best way to do that? I am trying to figure out if I can somehow just use the tint() function to adjust the opacity of the shader after I load them in and loop through them, but don't exactly know if that's possible. Here's what I have so far, any help would be greatly appreciated.

            Here is the full link to my project at https://glitch.com/~outgoing-island-enthusiasm

            ...

            ANSWER

            Answered 2020-Jun-18 at 08:32

            Edit: The glitch.com sketch linked below now smoothly transitions between three shaders. There are always 2 active shaders (called foregroundShader and backgroundShader). Every changeEvery frames, the current foregroundShader becomes the new backgroundShader and a new shader is chosen for the foregroundShader. The backgroundShader always has alpha of 1.0 (not transparent), whereas the alpha value of the foreground shader linearly increases from 0.0 to 1.0 during the course of one "episode", using the p5.js map() function as follows:

            Source https://stackoverflow.com/questions/62418710

            QUESTION

            Is there an easy way to phase between different shadertoy shaders in p5.js?
            Asked 2020-Jun-13 at 03:29

            I'm looking for a way to switch between multiple shaders that are shaders from shadertoy.com I have been using these instructions on how to port shadertoys with p5.js and have been successful with using sublime with it or a website called glitch.com

            My question is, how can I loop through displaying one shader to the next shader? Here is the javascript file that I have so far. I know I'll need to make a loop with the function draw and call on the two different shaders I preloaded, but am having some trouble with syntax since I am very new to coding. Any help would be appreciated!

            ...

            ANSWER

            Answered 2020-Jun-13 at 03:29

            Instead of using theShader1 in draw. Use theShader and then based on something (a timer, a count, the user clicking something) set theShader to either theShader1 or theShader2

            Source https://stackoverflow.com/questions/62346083

            QUESTION

            Lattice Boltzman WebGL translation results in NaNs everywhere
            Asked 2019-Aug-30 at 13:56

            I came across this implementation of Lattice Boltzmann fluid solver from this blog which goes over its implementation. I decided I wanted to translate this to ShaderToy with webgl. Instead of computing each step necessary for equilibrium, the limitations of shader toy force me to use multiple texture frames.

            My algorithm is basically like this:

            • Calculate bulk velocity and density for each cell in texture A from textures B, C, and D which hold the 9 direction components (NW,N,NE,W in each vec4 in B, E,SW,S,SE in each vec4 in C, center in each vec4 in D).

            • After these components are calculated, recalculate stream/advection for each necessary cell for each texture frame, B,C,D, and take the density and velocity components from A to compute the equilibrium.

            • set the final values for each direction to new_direction - (new_direction - new_direction_equilibrium), ie(north_west - (north_west - north_west_eq))`. This isn't any different from the reference code.

            Additionally I wrap coordinates around, so there are no boundary conditions in order to avoid dealing with boundary logic, and the user clicks to cause disturbances in the lattice, which sets the "not moving" direction value to a number.

            In my code however, I end up getting lots of NaNs (colored here in white, red represents the density) and I'm not sure why. I put safe guards in locations in my code to avoid zero densities causing issues, but that didn't seem to do anything.

            You can test this out on shadertoy, but my code is as follows:

            ...

            ANSWER

            Answered 2019-Aug-30 at 05:52

            Clamping the return value from calc_equilibrium should avoid the white NaN blooms.

            return clamp(weight * density * sum, -1000.0, 1000.0);

            Preventing the red/black noise blooms does not appear to be so simple. For every frame that occurs while the mouse button is held down, a lot of energy is being added to the system, and at some point it is bound to boil over.

            Source https://stackoverflow.com/questions/57697469

            QUESTION

            Multipass ShaderToy with it's own input
            Asked 2019-Mar-04 at 05:16

            I've been trying to port a shader from ShaderToy to regular WebGL, and hit a bit of a wall. I managed to make multipass shaders work, but not the ones that has themselves as an input channel. I made a test example here:https://www.shadertoy.com/view/WsfSzj. The shader has two passes, which both have Buffer A as input. As I understand it when a buffer has itself as an input it uses the output from itself from the previous timestep.

            So what I tried was making two rendertargets with the structure:

            ...

            ANSWER

            Answered 2019-Mar-04 at 05:16

            The issue is you need to use FLOAT or maybe HALF_FLOAT textures with your framebuffers.

            Note that being able to render to a FLOAT or HALF_FLOAT are optional features of WebGL2 so you have to check for and enable either EXT_color_buffer_float or EXT_color_buffer_half_float.

            Filtering FLOAT and HALF_FLOAT textures is also an optional feature. I have no idea if Shadertoy uses NEAREST or LINEAR. I set things to NEAREST below. If you want to use LINEAR you'll need to also check for and enable either OES_texture_float_linear or OES_texture_half_float_linear

            If you're curious how I figured it out...

            First I verified the second pass is working by adding

            Source https://stackoverflow.com/questions/54971848

            QUESTION

            OpenGL Implementing MultiPass
            Asked 2018-Oct-11 at 04:54

            I am having trouble porting some code I have successfully implemented in Shadertoy to desktop OpenGL, the problem is that I need to create a FrameBufferObject FBO so that I can do offscreen computations that will be later passed on to the main glsl fragment shader, the thing is that this buffer needs to reference itself as a texture to get the previous values for it to be able to run a simulation.

            I have successfully created the FBO:

            ...

            ANSWER

            Answered 2018-Oct-11 at 04:54

            But I am not able to render the buffer to itself as a texture, I understand that it outputs undefined behaviour and that I should be using a technique as Ping-Pong.

            Can somebody point me in the right direction?

            You have to create 2 framebuffer objects, as you did it with the one in your question: frameBufferOne and frameBufferTwo.
            Each fo this 2 framebuffer objects has to have a texture object attached: textureColourBufferOne and textureColourBufferTwo.

            In the main loop of your program you have to know if the number of the frame is even or odd.
            If the number is even then you have to render to textureColourBufferOne and the input to the render pass is textureColourBufferTwo.
            It the number is odd then you have to render to textureColourBufferTwo and the input to the render pass is textureColourBufferOne.
            The result of the rendering is always stored int the texture which belongs to the framebuffer of the current frame:

            Source https://stackoverflow.com/questions/52749733

            QUESTION

            Draw a circle at cursor position using fragment shader on a non square canvas
            Asked 2018-Oct-04 at 07:02

            I'm just getting started with shaders and am having trouble drawing a circle based on the cursor position without it appearing as an ellipses.

            I'm using the following fragment shader (via Shadertoy):

            ...

            ANSWER

            Answered 2018-Oct-04 at 07:02

            You have tor respect the aspect ratio on the vector of the fragment point to the center point of the circle:

            Source https://stackoverflow.com/questions/52640341

            QUESTION

            How to use IMouse in Selenium?
            Asked 2018-Jan-26 at 02:41

            C#, FierFox, Selenium v3.8 My purpose is movement cursor emulation in browser, using IMouse.MouseMove. Google searching gives me something like that, but I always receive System.NullReferenceException.How I should to use IMouse interface?

            Simple console app:

            ...

            ANSWER

            Answered 2018-Jan-26 at 02:41

            The short answer is that you don't do that in the .NET bindings. The IKeyboard and IMouse interfaces aren't intended to be used by users' code. This is despite the fact that they're public, and do have documentation. What you're running into is that those interfaces will not work for drivers that implement the W3C WebDriver specification. At the moment, that list is Firefox and IE (when using version 3.5 or later of the IE driver), but that list is going to grow to include Chrome and Edge soon, and eventually Safari too. The appropriate way to simulate mouse movement with the .NET bindings is through using the Actions class.

            Source https://stackoverflow.com/questions/48450980

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

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