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Exceeding 10 nested forwards?


Exceeding 10 nested forwards?

By : Mark
Date : October 21 2020, 08:10 PM
wish help you to fix your issue The forward controller plugin allows you to set the maximum number of nested forwards.
Before my loop I set the max number of nested forwards to the number of items I was going to loop through:
code :
$this->forward()->setMaxNestedForwards(count($transactions));


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Pipe forwards in C#

Pipe forwards in C#


By : gboss
Date : March 29 2020, 07:55 AM
Does that help I haven't bothered with a raw pipe, but I have tried making all references into the Maybe monad:
code :
public static class ReferenceExtensions
{
    public static TOut IfNotNull<TIn, TOut>(this TIn v, Func<TIn, TOut> f)
                                    where TIn : class 
                                    where TOut: class
    {
        if (v == null)
            return null;

        return f(v);
    }
}
var pixiesDrummer = Music.GetCompany("4ad.com")
                         .GetBand("Pixes")
                         .GetMember("David");
var pixiesDrummer = Music.GetCompany("4ad.com")
                         .IfNotNull(rc => rc.GetBand("Pixes"))
                         .IfNotNull(band => band.GetMember("David"));
public static TOut operator| <TIn, TOut>(TIn v, Func<TIn, TOut> f)
var pixiesDrummer = Music.GetCompany("4ad.com")     
                     | rc => rc.GetBand("Pixes")
                     | band => band.GetMember("David");
let (|>) x f = f x
var n = Enumerable.Select(numbers, m => m * 2);
var n = numbers.Select(m => m * 2);
Is ASP.NET MVC 1 forwards compatible with ASP.NET MVC 2?

Is ASP.NET MVC 1 forwards compatible with ASP.NET MVC 2?


By : Gustav
Date : March 29 2020, 07:55 AM
To fix the issue you can do There have been breaking changes.
If you want a 1.0 project to run on 2.0, it does look for things in different places; so you'd have to migrate the application to 2.0..
Two animation, both forwards

Two animation, both forwards


By : user5728229
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further A example fiddle or some more code might help. Lot of things could be wrong.
Your keyframes for the down animation might be starting with opacity 0; You need to set some position property in CSS to use top/right/bottom/left properties. Check that. There might be something wrong with the JS on click.
JS loop that runs forwards, reaches the end then runs backwards and forwards indefinitely

JS loop that runs forwards, reaches the end then runs backwards and forwards indefinitely


By : amimoto
Date : March 29 2020, 07:55 AM
Hope that helps You could declare an increment variable outside of the loop, and assign it 1 or -1 when the peak/trough is reached. It would also be nicer to only select the element in question once, rather than over and over again each time the interval runs:
code :
const liquid = document.getElementById('liquid');
let liquifyVal = -150;
let increment = 1;
setInterval(() => {
  liquifyVal += increment;
  if (liquifyVal === 150) increment = -1;
  else if (liquifyVal === -150) increment = 1;
  liquid.setAttribute('scale', liquifyVal);
}, 25);
h1 {
  filter: url("#liquify");
  font-size: 100px;
}
<h1>
  Hello
</h1>
<svg id="svgeffects">
  <defs>
    <filter class="safari_only" id="liquify">
      <feTurbulence baseFrequency="0.015" numOctaves="2" result="warp" type="fractalNoise"></feTurbulence>
      <feDisplacementMap id="liquid" in="SourceGraphic" in2="warp" scale="150" xChannelSelector="R" yChannelSelector="B"></feDisplacementMap>
    </filter>
  </defs>
</svg>
Forwards movement in a sprite

Forwards movement in a sprite


By : Anup D.
Date : March 29 2020, 07:55 AM
should help you out You have to update the position of the blue rect as well each frame or it will stay at it's original position and the collision detection won't work.
Then I suggest getting rid of the x, y, x2, y2, x_change, y_change variables, since you can just use the vectors pos_blue and vel_blue.
code :
ball_vel = Vector2(vel_blue.x, -17)
import pygame as pg
from pygame.math import Vector2


pg.init()
LIGHTBLUE = pg.Color('lightskyblue2')
DARKBLUE = pg.Color(11, 8, 69)

screen = pg.display.set_mode((800, 600))
width, height = screen.get_size()
clock = pg.time.Clock()
# You need surfaces with an alpha channel for the masks.
bluecar = pg.Surface((60, 30), pg.SRCALPHA)
bluecar.fill((0,0,255))
BALL = pg.Surface((30, 30), pg.SRCALPHA)
pg.draw.circle(BALL, [0,0,0], [15, 15], 15)
ball_pos = Vector2(395, 15)
ballrect = BALL.get_rect(center=ball_pos)
ball_vel = Vector2(0, 0)
mask_blue = pg.mask.from_surface(bluecar)
mask_ball = pg.mask.from_surface(BALL)
pos_blue = Vector2(740, 500)  # Just use the pos vector instead of x, y.
bluerect = bluecar.get_rect(center = pos_blue)
vel_blue = Vector2(0, 0)  # Replace x_change, y_change with vel_blue.
# A constant value that you add to the y-velocity each frame.
GRAVITY = .5
on_ground = False
ground_y = height - 100

done = False
while not done:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            done = True
        elif event.type == pg.KEYDOWN:
            if event.key == pg.K_a:
                vel_blue.x = -5
            elif event.key == pg.K_d:
                vel_blue.x = 5
            elif event.key == pg.K_w:
                if on_ground:  # Only jump if the player is on_ground.
                    vel_blue.y = -12
                    on_ground = False
        elif event.type == pg.KEYUP:
            if event.key == pg.K_a and vel_blue.x < 0:
                vel_blue.x = 0
            elif event.key == pg.K_d and vel_blue.x > 0:
                vel_blue.x = 0

    ball_vel.y += GRAVITY  # Accelerate downwards.

    ball_pos += ball_vel  # Move the ball.
    ballrect.center = ball_pos  # Update the rect.
    # Bounce when the ball touches the bottom of the screen.
    if ballrect.bottom >= ground_y:
        # Just invert the y-velocity to bounce.
        ball_vel.y *= -0.7  # Change this value to adjust the elasticity.
        ball_vel.x *= .95  # Friction
        # Don't go below the ground.
        ballrect.bottom = ground_y
        ball_pos.y = ballrect.centery
    # Left and right wall collisions.
    if ballrect.left < 0:
        ball_vel.x *= -1
        ballrect.left = 0
        ball_pos.x = ballrect.centerx
    elif ballrect.right > width:
        ball_vel.x *= -1
        ballrect.right = width
        ball_pos.x = ballrect.centerx

    # Add the GRAVITY value to vel_blue.y, so that
    # the object moves faster each frame.
    vel_blue.y += GRAVITY
    pos_blue += vel_blue
    bluerect.center = pos_blue  # You have to update the rect as well.

    # Stop the object when it's near the bottom of the screen.
    if bluerect.bottom >= ground_y:
        bluerect.bottom = ground_y
        pos_blue.y = bluerect.centery
        vel_blue.y = 0
        on_ground = True
    if bluerect.x < 0:
        bluerect.x = 0
        pos_blue.x = bluerect.centerx
    elif bluerect.right > width:
        bluerect.right = width
        pos_blue.x = bluerect.centerx

    offset_blue = bluerect[0] - ballrect[0], bluerect[1] - ballrect[1]
    overlap_blue = mask_ball.overlap(mask_blue, offset_blue)
    if overlap_blue:  # Blue collides with the ball.
        if vel_blue.x != 0:  # Player is moving.
            ball_vel = Vector2(vel_blue.x, -17)
        else:  # If the player is standing, I just update the vel.y.
            ball_vel.y = -17

    # Draw everything.
    screen.fill(LIGHTBLUE)
    pg.draw.line(screen, (0, 0, 0), (0, ground_y), (width, ground_y))
    screen.blit(bluecar, bluerect)  # Blit it at the rect.
    screen.blit(BALL, ballrect)

    pg.display.update()
    clock.tick(60)

pg.quit()
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