keypress | Make any Node ReadableStream emit keypress '' events | Runtime Evironment library

 by   TooTallNate JavaScript Version: 0.2.1 License: No License

kandi X-RAY | keypress Summary

kandi X-RAY | keypress Summary

keypress is a JavaScript library typically used in Server, Runtime Evironment, Nodejs applications. keypress has no bugs, it has no vulnerabilities and it has low support. You can install using 'npm i keypress' or download it from GitHub, npm.

Previous to Node v0.8.x, there was an undocumented "keypress" event that process.stdin would emit when it was a TTY. Some people discovered this hidden gem, and started using it in their own code. Now in Node v0.8.x, this "keypress" event does not get emitted by default, but rather only when it is being used in conjunction with the readline (or by extension, the repl) module. This module is the exact logic from the node v0.8.x releases ripped out into its own module.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              keypress has a low active ecosystem.
              It has 330 star(s) with 54 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 11 open issues and 6 have been closed. On average issues are closed in 156 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of keypress is 0.2.1

            kandi-Quality Quality

              keypress has 0 bugs and 0 code smells.

            kandi-Security Security

              keypress has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              keypress code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              keypress 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

              keypress releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed keypress and discovered the below as its top functions. This is intended to give you an instant insight into keypress implemented functionality, and help decide if they suit your requirements.
            • Create a key event .
            • Emits a keypress event .
            • Returns true if the data event is emitted .
            • Listen for data events .
            • Listener for new data event .
            Get all kandi verified functions for this library.

            keypress Key Features

            No Key Features are available at this moment for keypress.

            keypress Examples and Code Snippets

            Handle keypress events .
            pythondot img1Lines of Code : 127dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def _on_textbox_keypress(self, x):
                """Text box key validator: Callback of key strokes.
            
                Handles a user's keypress in the input text box. Translates certain keys to
                terminator keys for the textbox to allow its edit() method to return.
                  
            Vue Test Utils & Vue 3: How to effectively test onKeyStroke() event
            JavaScriptdot img2Lines of Code : 13dot img2License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            it('Constellations Should Be Visible', async () => {
              const wrapper = shallowMount(MyComponent)
            
              // simulate keypress on document
              const event = new KeyboardEvent('keydown', { key: 'c' })
              document.dispatchEvent(event)
            
              await wra
            Fabricjs - Rendering multiple canvases in one document
            JavaScriptdot img3Lines of Code : 200dot img3License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            //c global variable
            var n_can_arr = [];
            var f_can_arr = [];
            var img_arr = [];
            
            //c procedurally load images from a given source
            $.ajax({
              url: "http://localhost:8080/endpoint.php",
              type: "GET",
              dataType: "json", //c added data type
              
            How to break an infinite loop inside a function on keystroke in Node.js?
            JavaScriptdot img4Lines of Code : 50dot img4License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            const EventEmitter = require("events");
            let keypress = require("keypress");
            
            function sleep(ms) {
              return new Promise((resolve) => setTimeout(resolve, ms));
            }
            
            class StopWatch extends EventEmitter {
              constructor() {
                super();
                t
            Roblox studio how to detect key inputs?
            JavaScriptdot img5Lines of Code : 42dot img5License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            -- make a simple GUI to show off
            local targetGui = Instance.new("ScreenGui")
            local label = Instance.new("TextLabel", targetGui)
            label.Text = "Hello World"
            label.Position = UDim2.new(0, 0, 0, 0)
            label.Size = UDim2.new(0, 200, 0, 30)
            
            -- cho
            Google Places API Store Locator - Click Search Result Title to Show infoWindow
            JavaScriptdot img6Lines of Code : 639dot img6License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            function openInfoWindowOnMarker(feature) {
               console.log(feature);
               const name = feature.getProperty('name');
               const address = feature.getProperty('address');
               const phone = feature.getProperty('phone');
               const position = feature.
            Google Script: ui.prompt, submit by pressing enter instead of click button
            JavaScriptdot img7Lines of Code : 56dot img7License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            function showPromptResponse(title,prompt,placeholder){
              var title=title || "Prompt Response";//default used for debug
              var prompt=prompt || "Enter your Response";//default used for debug
              var placeholder=placeholder || "This is the plac
            drawing rectangle in openCV python
            JavaScriptdot img8Lines of Code : 104dot img8License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            import cv2
            import numpy as np
            
            drawing = False # true if mouse is pressed
            mode = True # if True, draw rectangle.
            ix,iy = -1,-1
            
            # mouse callback function
            def draw_circle(event,x,y,flags,param):
              global ix,iy,drawing,mode
            
              if event == cv
            Javascript: Limit how quickly a keydown event listener can call a function when held down
            JavaScriptdot img9Lines of Code : 97dot img9License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            let canvas = document.getElementById('myCanvas');
            ctx = canvas.getContext('2d');
            let xPos = 10
            let yPos = 10
            
            /* Add: track state of current throttle timer */
            let throttle;
            /* Add: When keyup happens, just reset the throttle timer *
            Cant get data from api
            JavaScriptdot img10Lines of Code : 22dot img10License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            import {addWay} from '../actions/index';
            ...
            keyPress = e => {
                if(e.keyCode === 13){
                    this.props.dispatch(addWay(this.state.value)); // <-- dispatch action
                    this.setState({ value: ''})
                }
            }
            

            Community Discussions

            QUESTION

            processing collision test return false at the beginning
            Asked 2022-Mar-27 at 03:41

            I am doing the collision test for the programme, and I tried to insert the test into draw() and I'm expecting it to display "GameOver" and no further events will result any change.

            ...

            ANSWER

            Answered 2022-Mar-27 at 03:41

            As Rabbid76 mentions, you should format the code correctly first.

            Let's assume the code been copied from a pdf with code snippets and that's how formatting got messed up.

            The code still has a few glaring bugs:

            • confusingly you're using both a boolean variable gameOver and a boolean function gameOver() and the variable isn't always updated. (In fact gameOver is only set once in setup() and gameOver() which actually does the collision detection is never called). I recommend either update the boolean variable, or simpler yet, just call gameOver() to compute the collision as needed. This is one of the reasons your code won't behave as you expect.
            • You're checking collisions between two objects: the vehicle and the pedestrian. However, there are 3 sets of coordinates: x, y, xPed, objectX, objectY. When rendering in draw, the vehicle uses x,y, however, when checking for collisions, gameOver() uses objectX, objectY (which don't match and aren't updated). This is the other reason you're collisions don't behave as expected.
            • aside from the question you've asked, N_LANES is used in a for loop, but never declared. Even if I declare it, the for loop uses the exact same x,y coordinates, making the for loop redundant.

            Here's a formatted version of your code with extra bounding boxes highlighting what the collision function is checking against (and commenting a few unused variables):

            Source https://stackoverflow.com/questions/71627868

            QUESTION

            Matter.Query.region not returning any collisions even though the bound is clearly intersecting other bodies
            Asked 2022-Mar-24 at 00:20

            I'm trying to use Matter.Query.region to see if the character in my game is grounded. But, when I try to run region with a bounds object that I created (displayed with the dots shown in the game), it doesn't come up with any collisions even though it is clearly intersecting other bodies.

            Code:

            ...

            ANSWER

            Answered 2022-Mar-24 at 00:20

            The bounds object doesn't appear to be properly created. The purple p5 vertices you're rendering may be giving you a false sense of confidence, since those aren't necessarily related to what MJS sees.

            It's actually a pretty simple fix, passing an array of vertices instead of individual arguments:

            Source https://stackoverflow.com/questions/70624648

            QUESTION

            Hide and show background image when keyboard pressed, preserving overlay elements
            Asked 2022-Feb-28 at 19:58

            I would like to paint ellipses over an image when clicking the mouse, and when I press the keyboard, hide and show the underneath image alternatively, without cleaning the ellipses.

            I'm using createGraphics() to store the image data, and remove() so when the keyboard is pressed I spect the image disappear but it doesn't work

            Here is a sketch of what I trying to do:

            ...

            ANSWER

            Answered 2022-Feb-28 at 19:58

            The best approach is probably to draw the ellipses to a separate buffer (p5.Graphics), and then draw that on top of the image or blank background as needed. An alternative approach would be to record the position of each ellipse in an array so that they can be redrawn. However, the latter approach will use more memory and switching the image on and off will have a noticeable delay after many ellipses have been drawn.

            Approach #1 (render via p5.Graphics)

            Source https://stackoverflow.com/questions/71288527

            QUESTION

            p5.js how to correctly compute the 3D rotation of a point in respect of the origin
            Asked 2022-Feb-26 at 22:25

            I'm really struggling here and I can't get it right, not even knowing why. I'm using p5.js in WEBGL mode, I want to compute the position of on point rotated on the 3 axes around the origin in order to follow the translation and the rotation given to object through p5.js, translation and rotatation on X axis, Y axis and Z axis.

            The fact is that drawing a sphere in 3d space, withing p5.js, is obtained by translating and rotating, since the sphere is created at the center in the origin, and there is no internal model giving the 3d-coordinates.

            After hours of wandering through some math too high for my knowledge, I understood that the rotation over 3-axis is not as simple as I thought, and I ended up using Quaternion.js. But I'm still not able to match the visual position of the sphere in the 3d world with the coordinates I have computed out of the original point on the 2d-plane (150, 0, [0]).

            For example, here the sphere is rotated on 3 axis. At the beginning the coordinates are good (if I ignore the fact that Z is negated) but at certain point it gets completely out of sync. The computed position of the sphere seems to be completely unrelated:

            It's really hours that I'm trying to solve this issue, with no result, what did I miss?

            Here it follows my code:

            ...

            ANSWER

            Answered 2022-Feb-26 at 22:25

            I've finally sorted out. I can't really understand why works this way but I didn't need quaternion at all, and my first intuition of using matrix multiplications to apply rotation on 3-axis was correct.

            What I did miss in first instance (and made my life miserable) is that matrix multiplication is not commutative. This means that applying rotation on x, y and z-axis is not equivalent to apply same rotation angle on z, y and x.

            The working solution has been achieved with 3 simple steps:

            1. Replace quaternion with matrix multiplications using vectors (method #resize2)
            2. Rotating the drawing plane with Z-Y-X order
            3. Doing the math of rotation in X-Y-Z order

            Source https://stackoverflow.com/questions/71197127

            QUESTION

            Why does this undo logic not work in p5.js?
            Asked 2022-Feb-23 at 15:16

            My logic is simple, create a state array and a stateIndex, when the user interacts with the drawing, save the current state as an entry in the array and increment the stateIndex.

            When the user presses "undo" (for this sketch press any key), decrement the stateIndex and draw to the page whatever value is in state for that index.

            I've implemented it in this sketch https://editor.p5js.org/mr_anonymous/sketches/s0C1M7x1w but as you can see instead of storing the last state of the drawing it seems to only store the blank state.

            Anyone know what's going wrong?

            Edit: Added source code

            ...

            ANSWER

            Answered 2022-Feb-23 at 08:52

            You're using the set() function incorrectly. While get() can be used to get a p5.Image object, there is no overload of set() that takes one (a bit idiosyncratic, I know). Instead you'll want to use the image() function:

            Source https://stackoverflow.com/questions/71231952

            QUESTION

            React useState not updating
            Asked 2022-Feb-23 at 01:12

            I'm learning React and I know this subject has been covered by many questions, but they all are focused on the asynchronous nature of useState. I'm not sure if that's what's happening here. I also tried a version in combination with useEffect, and the result was the same.

            I have a component where I'm listening to keypresses - user is trying to guess a word. Once the word is guessed, the word object is supposed to be replaced with another one and a new puzzle begins.

            The component renders using the correct state (characters of the new word), but when trying the first guess of the second puzzle, the word object is still the original state object.

            How can I update this word object correctly?

            CodeSandbox

            Steps to reproduce in the readme.md:

            ...

            ANSWER

            Answered 2022-Feb-21 at 09:04

            It's hard to debug without a codesandbox but I'm guessing since you want the useEffect to trigger when you do

            setRenderedCharacters([...word.renderedCharacters]);

            You should add renderedCharacters as the dependency

            Source https://stackoverflow.com/questions/71199750

            QUESTION

            How to show a response when filtering through a list of elements using javascript
            Asked 2022-Feb-02 at 23:09

            Hello I am creating an FAQ page that has to be filtered using javascript as below

            Credit : https://makitweb.com/jquery-search-text-in-the-element-with-contains-selector/

            ...

            ANSWER

            Answered 2022-Feb-02 at 23:09

            Expanding on my comment, this is an example of how you could implement something like this.

            To reiterate - the main problem was that the error was being shown if any result didn't match instead of showing if none match

            To fix that, we can add a variable outside the loop to determine if any result was matched

            Source https://stackoverflow.com/questions/70950234

            QUESTION

            Using the CGA/EGA/VGA planar graphics modes
            Asked 2022-Jan-17 at 01:56

            I have trouble to grasp how to use colors in CGA/EGA/VGA video graphics modes. The video modes I'm particularly interested in are 0Dh (EGA 320x200) and 12h (VGA 640x480). Both of these modes have 4 planes, thus 16 colors.

            My (probably incorrect) understanding is that I should activate a set of planes by writing a bitmask to port 03C4h, then when I write to video memory, the data only gets written to the activated planes. Mostly I used this document to get my information, though I also encountered several other tutorials and discussions: http://www.techhelpmanual.com/89-video_memory_layouts.html

            Now I'm trying to write pixels in all possible colors in the first word in the video memory (top left part of screen). I load 1 for the initial bitmask to AH and 1 bit to BX. Then in a loop, I increment AH and shift (SHL) the bit in BX to hit a different pixel next time. I OR BX to A000h:0000h to add each pixels by leaving the already existing pixels untouched.

            What I'm expected to see is a line of pixels in all possible 16 EGA colors on the top left of the screen. What I actually see is 7 white and 1 bright yellow dots with black pixels in between them. What am I doing wrong?

            Also, every tutorial says that I must write 0005h to port 03CEh before I start to use planes. What is the purpose of that? When I comment those lines out, I can still use planes (I mean, in other programs). Previously I had success using planes when I was writing to different words in video memory (so I didn't need different color pixels in one block of 16 pixels that's represented by a single word in video memory); and when I used BIOS functions (e.g. INT 10h/AH=0Ch) to write pixels, but still I want to understand how to use planar graphics without BIOS, as I believe the BIOS functions are slow.

            Here is my code (indentation is optimized for 8-width tabs, so it kind of looks off here):

            ...

            ANSWER

            Answered 2022-Jan-17 at 01:56

            Writing the word 0005h to ports 03CEh and 03CFh will select write mode 0. This is a complex mode that involves many features of the VGA but luckily for us most of these are reset when the video mode is set.
            However your code still needs to do the following:

            • In order to fill the VGA's internal 32-bit latch, you must perform a read-before-write operation
            • Restricting output to a single or a few pixels is done using the BitMask register.

            Next snippet displays a rainbow of 16 vertical lines that are 1 pixel wide:

            Source https://stackoverflow.com/questions/70729643

            QUESTION

            Change event before it propagates to next listener?
            Asked 2021-Dec-07 at 18:01

            Is there a way change an event and let it propagate further with the change?

            For example how can I "force" press shift when any key is pressed?

            ...

            ANSWER

            Answered 2021-Dec-05 at 00:39

            Use strict mode to see why your code isn't working:

            Source https://stackoverflow.com/questions/70230019

            QUESTION

            How do I make the square move when a button is pressed on the keyboard? Tkinter, Python
            Asked 2021-Dec-07 at 11:38

            How do I make the square move when pressing the "d" button (for example) on the keyboard?

            ...

            ANSWER

            Answered 2021-Dec-07 at 11:07

            This is one way you can do it:

            Source https://stackoverflow.com/questions/70258664

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

            Vulnerabilities

            No vulnerabilities reported

            Install keypress

            Or add it to the "dependencies" section of your package.json file.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            Install
          • npm

            npm i keypress

          • CLONE
          • HTTPS

            https://github.com/TooTallNate/keypress.git

          • CLI

            gh repo clone TooTallNate/keypress

          • sshUrl

            git@github.com:TooTallNate/keypress.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link