effection | Structured concurrency and effects for JavaScript | Runtime Evironment library

 by   thefrontside TypeScript Version: 3.0.3 License: MIT

kandi X-RAY | effection Summary

kandi X-RAY | effection Summary

effection is a TypeScript library typically used in Server, Runtime Evironment, Nodejs, Framework applications. effection has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A framework for Node and the browser that makes building concurrent systems easy to get right.
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              effection has a low active ecosystem.
              It has 287 star(s) with 13 fork(s). There are 12 watchers for this library.
              There were 6 major release(s) in the last 6 months.
              There are 11 open issues and 92 have been closed. On average issues are closed in 84 days. There are 8 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of effection is 3.0.3

            kandi-Quality Quality

              effection has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              effection 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

              effection 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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            effection Key Features

            No Key Features are available at this moment for effection.

            effection Examples and Code Snippets

            No Code Snippets are available at this moment for effection.

            Community Discussions

            QUESTION

            How do I find correct position of UIButton on swift?
            Asked 2020-Feb-13 at 12:23

            Hi, I try to apply a pulse effection to button in swift.

            But everytime I apply it, a pulse effection is always above the button.

            ...

            ANSWER

            Answered 2020-Feb-13 at 11:47

            I don't know what the class PulseAnimation does but with a search I could find a topic about it and applied to my code for testing the expected effect.

            Source https://stackoverflow.com/questions/60206814

            QUESTION

            How to set the ReadPreference in mongodb with java api
            Asked 2018-Oct-29 at 14:01

            the Mongoclient.setReadPreference(ReadPreference.primary()) in java api is deprecated
            the document shows

            Set the default read preference with either MongoClientURI or MongoClientOptions

            but I find MongoClientOptions doesn't have setReadPreference method .but in MongoOptions .but it looks strange ,MongoClientOptions doesn't extends MongoOptions .
            firstly I wanted to know what is the relationship about the two options ,did they have the same effection ?
            secondly , tell me how to set ReadPreference in java api , you'd better show me your code (MongoClientURI or MongoClientOptions).thanks in advance .

            ...

            ANSWER

            Answered 2018-Oct-29 at 14:01

            MongoOptions is deprecated. You can't set the readPreference directly. You have to use Builder to set the readPreference.

            Something like

            Source https://stackoverflow.com/questions/53046783

            QUESTION

            Why in 3D game we need to separate a material into so many textures for a static object?
            Asked 2018-Apr-17 at 05:02

            Perhaps the question is not that correct, the textures should be say a kind of channel? although I know they will be mixed in the shader finally.

            I know the knowledge of the various textures is very important, but also a bit hard to understand completely.

            From my understanding:

            1. diffuse - the 'real' color of an object without light involved.
            2. light - for static objects. render light effections into texture beforehand.
            3. specular - the area where has direct reflection.
            4. ao - to absorb indirect light for the different area of an object.
            5. alpha - to 'shape' the object.
            6. emissive - self illuminance.
            7. normal - pixel normal vector to deal with the light ray.
            8. bump - (dont' know the exact differences between normalmap).
            9. height - stores Z range values, to generate terrain, modify vertex etc.

            And the items below should be related to PBR material which I'm not familiar with:

            • translucency / cavity / metalness / roughness etc...

            Please correct me if some misunderstandings there. But whatever, my question is why we need to separate these textures apart for a material but not only render them together into the diffusemap directly for a static object?

            It'll be appreciated if some examples (especially for PBR) , and thank you very much.

            ...

            ANSWER

            Answered 2018-Apr-16 at 16:34

            I can beforehand bake all things into the diffuse map and apply to my mesh, why I need to apply so many different textures?

            Re-usability:

            Most games re-use textures to reduce the size of the game. You can't if you combine them together. For example, when you two similar objects but you want to randomize the looks of them(aging effect), you can make them share the-same color(albedo) map but use different ao map. This becomes important when there hundreds of objects, you can use different combination of texture maps on similar objects to create unique Objects. If you have combined this into one, it would be impossible to share it with other similar objects but you to slightly make to look different.

            Customize-able:

            If you separate them, you'll be able to change the amount of effect each texture will apply to the Object. For example, the slider on the metallic slot for the Standard shader. There are more of this sliders on other map slots but they only appear once you plug a texture into the slot. You can't do this when you combine the textures into one.

            Shader:

            The standard shader can't do this so you have to learn how to write shader since you can't use one image to get the effects you would with all those texture maps with the standard shader. A custom shader is required and you need a way to read the information about the maps in the combined shader.

            Source https://stackoverflow.com/questions/49860352

            QUESTION

            angularJS page does not render anything
            Asked 2017-Mar-28 at 10:52

            i know that this question is duplicated but i searched a lot and i can't solve it , i want to create page in angulrJS App and it does not render any data without any errors on console

            this is the page

            notebook.html :

            ...

            ANSWER

            Answered 2017-Mar-28 at 10:52

            i found the issue , the first list in ng-repeat is empty from the backend

            Source https://stackoverflow.com/questions/42981421

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

            Vulnerabilities

            No vulnerabilities reported

            Install effection

            You can download it from GitHub.

            Support

            Currently, Effection development happens using yarn. While npm may work, it is not tested so your mileage may vary. To build, run the prepack command from the root directory. You can also run the prepack command within each sub directory to only build that package.
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            Install
          • npm

            npm i effection

          • CLONE
          • HTTPS

            https://github.com/thefrontside/effection.git

          • CLI

            gh repo clone thefrontside/effection

          • sshUrl

            git@github.com:thefrontside/effection.git

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