Update onupdating

Whats the difference between onchange and onupdate in react? And is there any list of available handlers in react?

2020.10.27 12:06 dsmedium Whats the difference between onchange and onupdate in react? And is there any list of available handlers in react?

I saw an answer on SO about onInput and onchange and how is it different from html, I was wondering if there is a specific resource for learning handlers on react? And in some opensource projects people use onUpdate handler, but I couldn't find anything regarding onUpdate online. TIA
submitted by dsmedium to reactjs [link] [comments]


2020.09.27 00:10 Solaphobe Programmatically dismissing keyboard only works in certain situations

Fairly new to SwiftUI and Swift. Any simple explanation as to why dismissing the numeric keyboard from a button in the view works perfect (I have a hide keyboard button) but dismissing the keyboard with the same call but from Picker(selection: $trait.onUpdate { here }, ... has no effect? (The other things I do in "here" indeed work, so I know it's being called.)
It's as though it's being called on the wrong thread so it has no effect, but the picker's onUpdate should also be in the UI thread, no?
Is there a workaround to be able to call it there? Basically I want it to dismiss the keyboard if the user has moved on to the next item in the workflow without manually dismissing it. (And I only provide a button in the first place because the numeric-only kb has no hide button.)
Thanks.
submitted by Solaphobe to SwiftUI [link] [comments]


2020.09.08 22:45 BadPlayer6 Swap Player Colors/Positions? (Scripting Help)

Background: I’m trying to program an asymmetric 2-player game in TTS. Matches are fairly short, so I’d like to be able to reset within the game itself, rather than having to reload the mod from TTS. Also, the roles are color-coded within the game, so I’d like the Red TTS seat to always be the red game role, etc. I know my issue could be avoided by either making the mod one-round-only (and requiring a reload each game) or by allowing each TTS seat to be either role, so just wanted to provide this background to explain why I’d like to avoid those solutions if possible.
Issue: I’m trying to create a script that will swap two players’ colors. The swap itself works, but TTS semi-breaks afterwards: clicking and dragging will always create a multi-select rectangle, even when picking up individual objects. (See image below of the rectangle popping up while holding onto an object.) This is an issue because it makes it very hard (if not impossible) to pick up individual objects when they are next to other objects (such as when they’re in your hand).
'Multi-select' rectangle shows up when click-and-dragging an object
Here’s the code I’m using:
--[[ Lua code. See documentation: https://api.tabletopsimulator.com/ --]] button3_GUID = '34a117' button4_GUID = '9613a6' button_parama = {} button_parama.click_function = 'becomeRed' button_parama.function_owner = self button_parama.label = "Red" button_parama.position = {0,0.25,0} button_parama.rotation = {0,90,0} button_parama.width = 1150 button_parama.height = 1000 button_parama.font_size = 250 button_parama.color = {1,0,0} button_parama.font_color = {1,1,1} button_paramh = {} button_paramh.click_function = 'becomeBlue' button_paramh.function_owner = self button_paramh.label = "Blue" button_paramh.position = {0,0.25,0} button_paramh.rotation = {0,90,0} button_paramh.width = 1150 button_paramh.height = 1000 button_paramh.font_size = 250 button_paramh.color = {0,0,1} button_paramh.font_color = {1,1,1} --[[ The onLoad event is called after the game save finishes loading. --]] function onLoad() button3 = getObjectFromGUID(button3_GUID) button3.createButton(button_parama) button4 = getObjectFromGUID(button4_GUID) button4.createButton(button_paramh) end --[[ The onUpdate event is called once per frame. --]] function onUpdate() --[[ print('onUpdate loop!') --]] end function becomeRed(obj, clicker) local col = Player[clicker].color if col ~= "Red" then if Player["Red"].seated == false then Player[col].changeColor("Red") else function coinsideRed() Player[col].changeColor("Black") coroutine.yield(0) Player["Red"].changeColor(col) coroutine.yield(0) Player["Black"].changeColor("Red") return 1 end startLuaCoroutine(self, "coinsideRed") end end end function becomeBlue(obj, clicker) local col = Player[clicker].color if col ~= "Blue" then if Player["Blue"].seated == false then Player[col].changeColor("Blue") else function coinsideBlue() Player[col].changeColor("Black") coroutine.yield(0) Player["Blue"].changeColor(col) coroutine.yield(0) Player["Black"].changeColor("Blue") return 1 end startLuaCoroutine(self, "coinsideBlue") end end end 
The code creates two buttons, “Red” and “Blue.” Clicking either button will set you to that color (swapping you with the current player of that color, if the color is already taken). The swap operates by changing the player who clicked the button (the clicker) to Black/GM, changing the target color player to the clicker’s original color, then setting the clicker to the target color. This script seems to work fine in single-player mode; the issue only happens in hotseat mode (which I’m using as an analog to test multiplayer).
Also, before anyone asks, the reason I use the coroutine is because without it, the cursor will freak out and rapidly alternate between blue, red, and black after making the swap. I thought this issue and the click-and-drag issue were related, but… apparently they weren’t. The color issue was resolved with the coroutines, but I’m not sure what else to try for the click-and-drag issue.
So, does anyone have any idea what’s going on, or have a way to swap two players without triggering this issue?
submitted by BadPlayer6 to tabletopsimulator [link] [comments]


2020.09.02 16:22 drking100 How to update data when firebase data updates without refreshing the page/component

Hi there!
I am creating a simple test for when my realtime firebase data updates, i want to see it and apllu some functions. The problem is where do i read that update?
onInit only happens when the pages loads, is there any method that is constant updating?
I am using onUpdate method from realtime firebase, but i dont knopw where to place it
submitted by drking100 to Angular2 [link] [comments]


2020.08.03 20:24 chrisjbampton Simple ECS Inventory Question

Below is a very simple inventory system that I'm trying to create in an attempt to better understand ECS.
Each entity has an InventoryComponent which stores the maximum number of a single item. Each entity has a DynamicBuffer of InventoryItemData which stores an itemID and quantity.
I'm familiar about how to create systems that iterate over components to perform operations, but need a better understanding of how to interact with ECS from other systems / game logic, and how to iterate over items stored in a buffer.
Currently, using the 'AddItem' method, the data is added to the system ad-hoc which seems a bit 'OOP'.
My next idea was to replace 'AddItem' with 'AddItemAction' and instead queue 'InventoryActions' against an entity, and then process them at once as part of the InventorySystem.OnUpdate.
The questions are:
Thanks!
public struct InventoryAction : IBufferElementData { public int itemID; public int quantity; } public struct InventoryItemData: IBufferElementData { public int itemID; public int quantity; } public struct InventoryComponent: IComponentData { public int capacity; } public class InventorySystem : ComponentSystem { protected override void OnUpdate() { // Loop through entities with attached InventoryActions // If entity has an InventoryItemData with itemID = action.itemID // increment quantity // remove Inventory Action // else add new InventoryItemData with quantity } public bool AddItem(Entity inventory, int itemID, int quantity) { var inv = EntityManager.GetComponentData(inventory); var items = EntityManager.GetBuffer(inventory); // if we can't fit quantity inside this inventory - return false if (quantity > inv.capacity) return false; int index = -1; InventoryItemData item = new InventoryItemData() { itemID = itemID, quantity = quantity }; // look for an existing record and add quantity if exists for (int i = 0; i < items.Length; i++) { if (items[i].itemID == itemID) { item.quantity += items[i].quantity; index = i; break; } } // limit item to capacity item.quantity = Mathf.Max(item.quantity, inv.capacity); // add or update item count if (index == -1) items.Add(item); else items[index] = item; return true; } public void AddItemAction(Entity inventory, int itemID, int quantity) { var actions = EntityManager.GetBuffer(inventory); actions.Add(new InventoryAction() { itemID = itemID, quantity = quantity }); } public Entity NewInventory(int capacity) { var result = EntityManager.CreateEntity(); EntityManager.AddComponentData(result, new InventoryComponent() { capacity = capacity }); EntityManager.AddBuffer(result); EntityManager.AddBuffer(result); return result; } 
submitted by chrisjbampton to Unity3D [link] [comments]


2020.07.25 22:24 TheMerryMandolin How many scripts is too many scripts?

Not sure if this falls under the help or discussion flair, but it probably veers more toward the discussion end. I'm not really looking for specific help, but seeking more of a broad consensus.
For a bit of context, I'm currently making a single follower mod with a good amount of scripts. There's a lot of dialogue for this follower, and I've created a system where they "learn" various things about the player through the dialogue itself. The player is also able to influence the follower's mood based on how they respond. Nearly every line has a script fragment attached to it for these purposes. Also, there are a few scripts that periodically run in the background which simulate the follower making money, purchasing their own food/items, etc. while the player is away. None of these scripts use OnUpdate at all, and most are triggered via events or dialogue.
So, my question is essentially what it says on the tin. I'm aware that having a large amount of simultaneous scripts (or bad ones that run forevenever complete) can potentially cause save bloat/CTDs, and mods that don't use any scripts are lauded for this reason.
But how many is too many? I've seen criticism of other mods for being "script heavy", meaning the quality of the code itself isn't objectionable but the amount of it is. So, where would you draw the line?
submitted by TheMerryMandolin to skyrimmods [link] [comments]


2020.07.16 07:27 west-of-the-moon Question about scripting

Hi everyone! Thanks in advance for any help you can give me to solve this issue. I am new to TTS and still exploring; I'm hoping to use it to DM a DnD campaign. I am trying to hide objects in an invisible scripted zone as demo'ed in a youtube video from Ludo Lodge (he starts addressing this topic about 10 min in). I am totally new to coding, so I'm just fumbling through the scripting.
Here's what's happening right now: I'll make the scripted zone, go to the Modding/Scripting window, update the zone ID in the code, the code goes through (no error message) and then I return to the table and.... the zone is gone (not invisible, really gone). I got it to work once, but now can't replicate it. What's going on?! Thank you for any ideas you can share!
Here is the code I'm using based on Ludo Lodge's example (c3f506 is the zone ID):
--[[ Lua code. See documentation: https://api.tabletopsimulator.com/ --]]
--[[ The onLoad event is called after the game save finishes loading. --]]
function onLoad()
--[[ print('onLoad!') --]]
end
--[[ The onUpdate event is called once per frame. --]]
function onUpdate()
--[[ print('onUpdate loop!') --]]
end
function onObjectEnterScriptingZone(zone, obj)
if zone.getGUID() == 'c3f506' then
obj.setInvisibleTo({"Purple", "Orange", "Green"})
end
end
function onObjectLeaveScriptingZone(zone, obj)
if zone.getGUID() == 'c3f506' then
obj.setInvisibleTo({})
end
end
submitted by west-of-the-moon to tabletopsimulator [link] [comments]


2020.06.14 12:26 amazingoomoo Unsure why this List Box conditional formatting doesn't work?

I have a list box and I want the backcolour to change to yellow if one column contains a No. Basically this is to monitor staff Action Plans, so in the column "Completed?" it will show Yes or No if that plan has been completed.
I appreciate I cannot format just one row on a List Box. I am happy for the whole thing to be yellow if there is an outstanding action plan. I am using this VB code. I'm using it OnUpdate of a drop-down box containing the staff name.
With Me!ActionPlanBox .Requery For x = 0 To .ListCount If .Column(4, x) = No Then .BackColor = RGB(250, 225, 0) End If Next End With 
I have tried putting No in "No" speech marks, I have adjusted the column number to 3 and 4 and back again, as it is the 4th column on the left but I was unsure if VB counts the 1st column as 0 or 1.
Edit: I solved this by having a calculated column in the table, that was 0 if No outstanding plan, and 1 if Yes outstanding plan. This was then summed in VB with the below code in case it helps anyone in future. Also it wouldn't change back to white so I added an Else. Simple things but it's the simple things that get missed!
With Me!ActionPlanBox .Requery For x = 1 To .ListCount listsum = listsum + Nz(.Column(4, x), 0) Next If listsum > 0 Then .BackColor = RGB(250, 225, 0) Else .BackColor = vbWhite End If End With 

submitted by amazingoomoo to MSAccess [link] [comments]


2020.05.29 19:00 jM2me Saving document changes in document sub-collection via cloud function, good idea?

Decided that application I am making will greatly benefit from having an audit log/trail, aka document changes history.
Ideally a single document might be updated or changed up to 10 times until it is no longer needed and only read from there on, so hopefully in terms of writes there won't be a high increase. Changes could be monitored via cloud function onUpdate and then only changes saved into each document's sub-collection, preventing extra storage usage if whole document snapshot was copied instead. When document change history is needed, it can be easily retrieved from sub-collection. In rare cases when overall audit is needed on all monitored changes then collection group query to the rescue.
Does this sound reasonable to everyone else or just me? Did anyone else's project involve tracking document changes?
submitted by jM2me to Firebase [link] [comments]


2020.05.15 23:06 MuskIsAlien How do I test cloud function triggers locally?

I want to test some logic on OnUpdate but I can’t seem to have it to work locally. I am able to deploy and have the triggers fire but idk how to do it locally. I’m using angular and firebase.
I installed the emulator and idk what else to do...
submitted by MuskIsAlien to Firebase [link] [comments]


2020.04.27 23:36 Functional_Pessimist Scripting help to move multiple objects from one zone to another

Hello everyone,
My friends and I started playing Fluxx and a few of the rules require reshuffling, dealing, etc.. I figured I'd try my hand at Lua scripting for the first time and it's been going decently well. However, I have become utterly stuck with this one piece of code. With a button press I am calling a function resetRules() which is supposed to take all cards from a scripting zone and move them into the discard pile (which is another scripting zone). For the life of me, I cannot get this to work. If there isn't a card in the zone and I click the button, I get nothing- no error and no 'else' text. If there is something in the scripting zone when I click the button, I get " attempt to call a nil value" on line 121. I apologize in advance for my very limited knowledge of scripting. Below is the entirety of my code so you can see it all, though the problem resides in the resetRules() function. Thanks in advance for any help you can provide!
--[[ Lua code. See documentation: https://api.tabletopsimulator.com/ --]] --[[ The onLoad event is called after the game save finishes loading. --]] function onLoad() --[[ print('onLoad!') --]] end --[[ The onUpdate event is called once per frame. --]] function onUpdate() --[[ print('onUpdate loop!') --]] end drawzone_guid = '856807' discardzone_guid = '4940a4' deal_guid = '0f39f9' shuffle_guid = 'e80cc8' reset_guid = '3b8d75' rule_guid = '8e72f9' rulereset_guid = 'df9489' drawZone = nil discardZone = nil ruleZone = nil spaces = " " function onLoad() drawZone = getObjectFromGUID(drawzone_guid) discardZone = getObjectFromGUID(discardzone_guid) ruleZone = getObjectFromGUID(rule_guid) local drawPile = findPile(drawZone) drawPile.shuffle() drawPile.deal(3) dealButton = getObjectFromGUID(deal_guid) dealButton.createButton({label = "Deal Cards", click_function = "dealCards", function_owner = self, position={0,0.2,0}, scale={0.5,0.5,0.5}, width=3750, height=800, font_size=800 }) shuffleButton = getObjectFromGUID(shuffle_guid) shuffleButton.createButton({label = "Shuffle Discard", click_function = "shuffleDiscard", function_owner = self, position={0,0.2,0}, scale={0.5,0.5,0.5}, width=5250, height=800, font_size=800 }) resetButton = getObjectFromGUID(reset_guid) resetButton.createButton({label = "Reset", click_function = "resetGame", function_owner = self, position={0,0.2,0}, scale={0.5,0.5,0.5}, width=2000, height=800, font_size=800 }) ruleResetButton = getObjectFromGUID(rulereset_guid) ruleResetButton.createButton({label = "Rules Reset", click_function = "resetRules", function_owner = self, position={0,0.2,0}, scale={0.5,0.5,0.5}, width=2000, height=800, font_size=800 }) end function findPile(zone) local objects = zone.getObjects() local num_decks = 0 local deck = nil for index, object in ipairs(objects) do local type = object.tag if (string.find(type, 'Deck') or string.find(type, 'Card')) then num_decks = num_decks + 1 deck = object end end if(num_decks==1) then return deck else return nil end end function shuffleDiscard() local discardPile = findPile(discardZone) if(not discardPile) then print ('No cards in the discard pile!') return end discardPile.flip() discardPile.shuffle() discardPile.setPosition(drawZone.getPosition()) discardPile.shuffle() local drawPile = findPile(drawZone) drawPile.shuffle() end function dealCards() local drawPile = findPile(drawZone) drawPile.shuffle() drawPile.deal(3) end function resetGame() resetObjects = getAllObjects() for _, object in ipairs(resetObjects) do if object.tag == "Card" or object.tag == 'Deck' then object.reset() end end shuffleDiscard() end function resetRules() ruleZone = getObjectFromGUID(rule_guid) objectRule = ruleZone.getObjects() for i, object in ipairs(objectRule) do if object.tag == "Card" or object.tag == 'Deck' then objectRule.setPosition(discardZone.getPosition()) else return print('No rules to discard!') end end end 
submitted by Functional_Pessimist to tabletopsimulator [link] [comments]


2020.04.10 17:21 rgb1380 Sending appointment reminders from a firebase backend

I am new to Firebase. Using it as the backend for an app that schedules appointments. I need to push Firebase Cloud Messages to the app to remind the user of the appointment (say 10 minutes before the appointment starts). The app may be in background or even terminated, hence using FCM.
What is the best way of triggering the notification from the backend, say 10 minutes before the appointment? Note that nothing is being written or updated on Firestore at the point that we need the to send the message hence typical Cloud Function triggers such as onCreate or onUpdate will not work.
Thanks
submitted by rgb1380 to Firebase [link] [comments]


2020.03.24 22:29 Nerfi666 Needs Help: DELETE AND PUT request not WORKING

Hey guys , Im having some serious troubles with my DELETE and PUT actions, 1) in the DELETE method I'm able to get the ID of the note in this case, that I want to delete but it does not get delete from the DB(mongo), and on the other hand I can not UPDATE the desire note, in this second one I'm having a bit more troubles since I'm not sure If I'm doing it well , here is some code: Any help will be super appreciate! thanks !
import React from "react"; import UpdateComponent from "./Update"; function Note({ title, content, onDelete, noteId, onUpdate }) { function removeNote(){ const deleteNote = fetch(`http://localhost:3001/api/delete/${noteId}`,{ method: 'DELETE' }).then(() => onDelete(noteId)) .catch(err => console.log(err)); } // UPDATE note funciton function updateNote() { const putMethod = { method: 'PUT', headers: { 'Content-type': 'application/json; charset=UTF-8' }, body: JSON.stringify(title,content) } const update = fetch(`http://localhost:3001/api/note/${noteId}`, putMethod) .then((res) => res.json()) .then(() => onUpdate(noteId)) .catch(err => console.log(err)) } return ( 

{title}

{content}
{/* */}
); } export default Note;
submitted by Nerfi666 to reactjs [link] [comments]


2020.03.17 02:46 newb2coding Flask+SqlAlchemy: ondelete='cascade' not working in foreign key fields

Hey, I'm asking here because the SqlAlchemy subreddit only has 200 or so users and doesn't seem very active.
I'm teaching myself flask+sqlalchemy, and I'm learning about one to many relationships using the foreign key columns. Here is an example of my code.
from flask import Flask from flask_sqlalchemy import SQLAlchemy from flask_migrate import Migrate from sqlalchemy.sql import func app = Flask(__name__) app.config['SQLALCHEMY_DATABASE_URI'] = 'sqlite:///orm_practice.db' app.config['SQLALCHEMY_TRACK_MODIFICATIONS'] = False db = SQLAlchemy(app) migrate = Migrate(app, db) class User(db.Model): id = db.Column(db.Integer, primary_key=True) first_name = db.Column(db.String(45)) last_name = db.Column(db.String(45)) created_at = db.Column(db.DateTime, server_default=func.now()) updated_at = db.Column(db.DateTime, server_default=func.now(), onupdate=func.now()) class Pet(db.Model): id = db.Column(db.Integer, primary_key=True) name = db.Column(db.String(45)) breed = db.Column(db.String(45)) color = db.Column(db.String(45)) owner_id = db.Column(db.Integer, db.ForeignKey("user.id", ondelete='cascade'), nullable=False) owner = db.relationship('User', foreign_keys=[owner_id], backref="my_pets") created_at = db.Column(db.DateTime, server_default=func.now()) updated_at = db.Column(db.DateTime, server_default=func.now(), onupdate=func.now()) 
The problem is when I go into the flask shell, it will not let me delete instances of the User class even though the foreign key in the Pet class has the ondelete='cascade' option. It still gives the integrity error. I'm not sure what I'm doing wrong. I have remembered to migrate and upgrade the database.
>>> from app import db, User, Pet >>> User.query.all() [] >>> this_user = User.query.get(1) >>> this_user.my_pets [] >>> db.session.delete(this_user) >>> db.session.commit() sqlalchemy.exc.IntegrityError: (sqlite3.IntegrityError) NOT NULL constraint failed: pet.owner_id [SQL: UPDATE pet SET owner_id=?, updated_at=CURRENT_TIMESTAMP WHERE pet.id = ?] [parameters: (None, 1)] (Background on this error at: http://sqlalche.me/e/gkpj) 
Here's the relevant parts of my pip list
submitted by newb2coding to flask [link] [comments]


2020.02.16 04:03 meegles Question cloud function triggers

I'm writing a cloud function that will be trigger onCreate and pull data from another document to merge with the created document. At the end I change the data in the newly created document. I'm also creating an onupdate function that will run some analysis on the document and save it to the document. Will the onCreate changes to the document trigger onUpdate?
submitted by meegles to Firebase [link] [comments]


2019.12.20 23:45 imma_nice_boy How would I implement a database event listener with AWS Amplify's GraphQL transform?

Hey people,
as specified in the title I need some guidance regarding the architecture with Appsync.
In general the usecase I want to cover is almost completely doable with the GraphQL transform directives with Amplify but one thing that is missing for me there is a way to add webhooks to database changes.
Right now the setup I have is with Hasura where some database changes automatically call a lambda function that sends emails corresponding to which kind of change it was. This works fine but after searching a ton about Appsync and Amplify O could not really find a solution to do something like that.
What I found out till now: I could just have the email sending as a Mutation resolver and call it from the frontend and have some logic in the function to check that the request is authorized and the parameters don't seem messed with.
This is a solution I don't like though because I'd like it to be more magic and easen the development on the frontend. (If the frontend registers it should not need to know to also send an email).
So that's not really the way I'd like to use.
The second thing I found out is using the capability of API Gateway being able to talk to a Websocket and having it connect to the onUpdate subscription of Appsync. This seems more reasonable but with this I don't even know where to start even beginning with the different routes I need to provide ($connected, $default, etc.).
The goal of this should be to just write the schema with the directives, the lambdas and have it work by itself (with some slight configuration at the start) otherwise I would have just hooked directly into DynamoDB. This isn't really what I like though because I am using Appsync for the ease of development and having to do this (and maintain it with schema changes) seems overkill.
I just tried searching a bit more and to be honest, I think I probably don't even know what to search for to do this. If this just isn't possible I think I'd have to somehow do this myself or accept that I have to document this clearly for future developers. But before doing this I'd thought I could ask experts first.
submitted by imma_nice_boy to aws [link] [comments]


2019.11.27 16:55 fluffyshuffle How would I handle significant database/model changes in a live app?

I've developed a web-app for a Cannabis store which allows their customers to browse inventory, get recommendations (after a short survey), and learn about the various strains the store has in stock - all from a bank of iPads.
Currently, the app handles just strains (in a strains table), they're now wanting to include oils, sprays, concentrates and edibles - and obviously my strains table isn't going to work for that. I'm hoping to bounce some ideas of you guys and see if I'm going about this the logical way.
To me, it would make sense to create a products table, with a relationship for product_type to identify it as a strain, oil, concentrate etc. Now obviously the current (and soon-to-be deprecated) strains table (changing to products) has a lot of strain related columns which aren't applicable to some of the other product types - each product type will have some common fields, but many will not - so I'll want to create a product_metas table to hold those fields.
Hopefully I've got my head around the database structure a bit. This will require a lot of changes throughout the app just to handle the CRUD and recommendation systems, but nothing I can't handle.
My big question is this: How do normal people deploy such a change in their apps; one that radically changes the database? Do I create and run some database migrations, perform some sort of onUpdated event or command that's just a rough and dirty process of taking all of the current data in strains and re-save everything into the new format in products? Or is there something more elegant here that I'm not seeing?
Now, in this case because it's just one store I could probably do all the changes offline, and re-deploy the entire thing - but that wouldn't fly if I had ten, or a hundred stores using it. I want to learn the 'right' way to do this!
submitted by fluffyshuffle to laravel [link] [comments]


2019.10.24 22:34 danconte72 How Auth handles OAuth users updates/deletions?

My app uses OAuth microsoft and google signIn through firebase auth. Then I get his displayName in a AuthUser.onCreate cloud function.
What happens if a User update his displayName on the 3rd party provider?
There is no AuthUser onUpdate or signIn CF trigger. Do I have to manually call the OAuth provider again?
What happens if a User account has been removed on the 3rd party provider? Once I didn't uses the User credential to access MS or Google API, how do I know that him has been removed? Firebase it checks it automatically?
I didn't find any doc about this specific scenario

Thanks!
submitted by danconte72 to Firebase [link] [comments]


2019.10.23 22:44 gerry3246 BETA 0.3.9 released for Patreon backers, general release soon!

Release notes from the Patreon:
Hello awesome Patreon Supporters and friends. I'm very excited to share Foundry VTT Beta 0.3.9 with you. A lot of work has gone into this update, with 74 issues closed, I'm really proud of the additions that 0.3.9 brings to the Foundry VTT environment. Moreover, the whole update was wrapped up in 2 weeks, so I'm very pleased with the timelines as well. There are a number of big features in this update, some of the key highlights include the addition of Rollable Tables as a new Entity type, an expansion of the lighting system to allow for Color Tinting of Ambient Lights, an comprehensive overhaul of organizational tools to allow for manual sorting of Folders and Entities, and a robust array of bugfixes and API improvements.
Thank you all for appreciating my work, providing thoughtful feedback, and encouraging me to do even more. As always, please keep an eye on the development progress board here for visibility into what features are in progress and coming up next!
https://gitlab.com/foundrynet/foundryvtt/boards

New Features


Core Bug Fixes


Core Software, APIs, and Module Development


D&D5e System Improvements


submitted by gerry3246 to FoundryVTT [link] [comments]


2019.10.17 23:33 mr_coffee Game Crashes at Splash Screen [help please!]

Game Crashes at Splash Screen [help please!]
Hi friends,
I've been enjoying Archeage for a bit and then today I noticed it crashed twice. I was able to find the crash log from in the game which mentioned the following:
15:33:49>  15:33:49> Exception Code: 0xC0000005 15:33:49> Exception Addr: 0x0033:0x0000000050a6bcbc 15:33:49> Exception Description: EXCEPTION_ACCESS_VIOLATION Attempt to read from address 0x000000cc The memory could not be "read" 15:33:49> UI last call method : widget name : playerFrame function(Action) name : OnUpdate 15:33:49> Virtual Memory Usage: 3686Mb 15:33:49> Cannot Initialize Symbol Engine! 15:33:49> Dumping AMD64 registers 15:33:49> rip=0000000000000000, rsp=0000000000000000, rbp=0000000000000000 15:33:49> rdi=0000000000000000, rsi=0000000000000000, rax=0000000000000000, rbx=0000000000000000, rcx=0000000000000000, rdx=0000000000000000 15:33:49> ============================================================================= 15:33:49> Starting stack-walking 15:33:49> function=0x0000000050164676 15:33:49> function=0x000000005015c9ed 15:33:49> function=0x00000000508c50ca 15:33:49> function=0x00000000510095c0 15:33:49> function=0x000000008dbc7bd4 15:33:49> function=0x000000008e6cced1 15:33:49> function=0x000000008e6cced1 15:33:49> Ended stack-walking... 15:33:49> ============================================================================= 
Now when I attempt to start the game it simply crashes at the splash screen after clicking "Play" from the Glyph client.
Here's a screenshot of the splash screen before it crashes:
https://preview.redd.it/29wozekf66t31.png?width=876&format=png&auto=webp&s=67ee876e2e8b8b1f2d0875327ca46a636be70f36
After googling I found this issue is common and I followed the instructions and changed the system.cfg file from DX10 to DX11 and still it crashes at the splash screen.
I also turned off my anti virus as well as windows defender.
Any ideas? Thank you!
submitted by mr_coffee to ArcheageUnchained [link] [comments]


2019.09.12 11:38 n3utron Retrofit to Room models mapping

I guys, I have a question that maybe will be easy for some of you but I really can't solve.
I have a json formatted like this:
{ "id" : "1641S818", "balance" : "100.20", "transactions" : [ { "id" : "item1", "price" : "1.50", "description" : "pen", "date" : "2018-05-14T14:19:00Z" }, { "id" : "item1", "price" : "9.00", "description" : "book", "date" : "2018-05-14T08:19:00Z" } ] } 
I wanted to try and put up an app with Retrofit + Room for the first time, and I'm having trouble building models.
I came up with this data classes for Retrofit and they work fine. This is no surprise as I know how to use it.
data class Account ( val id : String, val balance : Double, val transactions : List ) data class Transaction ( val id : String, val price : Double, val description : String, val date : String ) 
The real issues start when I want to save this structure in a database, with this one-to-many relationship existing between the Account and the Transaction. So far I understood that Room cannot handle this type of structure and I should build different classes for the database model. So I did:
@Entity(tableName = "account") data class AccountData( @ColumnInfo(name = "id") @PrimaryKey(autoGenerate = false) val id: String, val balance: Double, ) @Entity( tableName = "transaction", foreignKeys = [ ForeignKey( entity = AccountData::class, parentColumns = ["id"], childColumns = ["account_id"], onUpdate = ForeignKey.CASCADE, onDelete = ForeignKey.CASCADE ) ] ) data class TransactionData( @PrimaryKey(autoGenerate = false) @ColumnInfo(name = "id") val transactionId: String, @ColumnInfo(name = "account_id") val accountId: String, val price: Double, val description: String, val date: String ) 
Now the part where I'm stuck. I cannot find a guide, an example, anything that shows where to convert the models with a mapper (maybe using livedata or rx) with this particular case, which is when we have complex relations between objects and not just plain classes.
I also don't know how to handle the querying of such objects.
submitted by n3utron to androiddev [link] [comments]


2019.09.05 04:53 Grifftech Back after 7 years and loaded up Gatherer but getting an error on log in

Date: 2019-09-04 21:53:17
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\Gatherer\Astrolabe\Astrolabe.lua line 1286:
attempt to call global 'GetMapContinents' (a nil value)
Debug:
Gatherer\Astrolabe\Astrolabe.lua:1286: activate()
Gatherer\Astrolabe\DongleStub.lua:78: Register()
Gatherer\Astrolabe\Astrolabe.lua:1345: in main chunk
Locals:
newInstance = {
IconsOnEdge_GroupChangeCallbacks =
{
}
GetIconAssociation = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:966
CalculateMinimapIconPositions = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:909
AllWorldMapsHidden = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1186
RemoveIconFromMinimap = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:646
TargetMinimapChanged_Callbacks =
{
}
PlaceIconOnMinimap = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:561
SetEdgeRangeMultiplier = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:970
ComputeDistance = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:177
IconsOnEdge =
{
}
OnShow = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1154
GetUnitPosition = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:324
GetDirectionToIcon = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:946
IconsOnEdgeChanged = false
PlaceIconOnWorldMap = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1066
GetNumFloors = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:431
GetMapInfo = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:438
GetMapFilename = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:454
UpdateMinimapIconPositions = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:811
GetCurrentPlayerPosition = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:380
MinimapIconCount = 0
EdgeRangeMultiplier =
{
}
HarvestedMapData =
{
}
processingFrame = {
}
GetVersion = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:55
Minimap = Minimap {
}
GetEdgeRangeMultiplier = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:999
WorldMapVisible = false
OnUpdate = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1142
AssociateIcon = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:958
DumpNewIconsCache = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1050
Register_TargetMinimapChanged_Callback = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1039
SetTargetMinimap = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1009
Register_OnEdgeChanged_Callback = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1004
MinimapUpdateMultiplier = 1
OnHide = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1179
MinimapIcons =
{
}
TranslateWorldMapPosition = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:247
OnEvent = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:1096
GetMapID = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:420
DefaultEdgeRangeMultiplier = 1
IsIconOnEdge = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:942
GetDistanceToIcon = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:935
ForceNextUpdate = false
LastPlayerPosition =
{
}
IconAssociations =
{
}
RemoveAllMinimapIcons = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:666
}
oldInstance = nil
HarvestedMapData =
{
VERSION = 3
}
(*temporary) =
{
}
(*temporary) = nil
(*temporary) = "attempt to call global 'GetMapContinents' (a nil value)"
printError = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:166
LIBRARY_VERSION_MAJOR = "Astrolabe-1.0"
LIBRARY_VERSION_MINOR = 161
configConstants = nil
Astrolabe =
{
IconsOnEdge_GroupChangeCallbacks =
{
}
GetIconAssociation = defined @Interface\AddOns\Gatherer\Astrolabe\Astrolabe.lua:966
CalculateMinimapIconPositions = defined @Interface\AddOns\Ga
AddOns:
Swatter, v7.3.1 (<%codename%>)
BagBrother, v
Bagnon, v8.2.8
Bartender4, v4.8.5
BigWigs, vv166
Gatherer, v7.3.1
SlideBar, v7.3.1 (<%codename%>)
BlizRuntimeLib_enUS v8.2.0.80200
(ck=c7)
submitted by Grifftech to wowaddons [link] [comments]