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Multiple subscribers for a Subject. Turns on when has subscriptions, else turns off


Multiple subscribers for a Subject. Turns on when has subscriptions, else turns off

By : Prutser
Date : November 18 2020, 03:49 PM
To fix the issue you can do You might be able to use the share operator, which is essentially the equivalent of publish().refcount(). I haven't tested to make sure it can resume, but the code seems to indicate that it could. Basically, it 'connects' to start the output when there is one subscriber, which is backed by only one subscription. Meanwhile it reference counts any other child subscribers, and when that goes down to zero, it unsubscribes the backing subscription. That means that you can hook into onSubscribe/onUnsubscribe before the share operator is called, and do what you need to with the GPS or whatever other thing needs to be pumping data. Pseudo-Java ahead:
code :
public class GPSLocationManager {
    private final Observable<Location> locations;

    public GPSLocationManager() {
        locations = getMagicalGPSLocationObservable()
            .doOnSubscribe(() -> turnOnGps())
            .doOnUnsubscribe(() -> turnOffGps())
            .share();
    }

    public Observable<Location> getLocations() {
        return locations;
    }

}


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What is the best way to have a subscribers feature? Should I store that list of subscriptions/subscribers under the user

What is the best way to have a subscribers feature? Should I store that list of subscriptions/subscribers under the user


By : tuckercs
Date : March 29 2020, 07:55 AM
I wish this helpful for you Many-To-Many relationships are traditionally stored using a Junction Table.
Have two columns, both foreign keys, one being the primary key of the user table and the other being the primary key of the page table. Then either have a seperate primary key, or make your primary key a composite of the two foreign keys.
How do I use timer2 on PIC16F1938 to switch a light on and off each second in assembly (turns on after one second, turns

How do I use timer2 on PIC16F1938 to switch a light on and off each second in assembly (turns on after one second, turns


By : Ram
Date : March 29 2020, 07:55 AM
it should still fix some issue It's been a while since I've written assembly for a PIC16, so I apologize for any omissions.
I would recommend against using interrupts initially. You only need them if you need precise timing and your main code runs slow enough to throw off the timing.
code :
movlw   0b01001111        ; set postscaler bits to 1001, prescaler bits to 11
movwf   T2CON
movlw CountDownStartValue
movwf CountDownTimer, 1
btfsc   PIR1, TMR2IF
    call TimerOverflow
TimerOverflow:
    bcf  PIR1, TMR2IF              ; Clear the flag or else we'll continue to pop back in.
    decfsz  CountDownTimer, 1      ; Countdown variable. If not zero, then return
        return

    ;We skipped over the return, the countdown must have reached zero
    movlw CountDownStartValue
    movwf CountDownTimer, 1

    BTFSS LATB, 5     ; Is the LED already on or off?
       goto TurnOn
       goto TurnOff

 TurnOn:
    BSF   LATB, 5
    return            ; This returns from TimerOverflow call

 TurnOn:
    BCF   LATB, 5
    return            ; This returns from TimerOverflow call
Click on button, overflow-y of html turns hidden, if click again, it turns back visible

Click on button, overflow-y of html turns hidden, if click again, it turns back visible


By : atif habib
Date : March 29 2020, 07:55 AM
Any of those help I'm trying to do this thing: I want that, when clicking on a button, the overflow-y of my html becomes hidden. Then, when clicking again, it turns visible, and so on. So far, I have done this: (the button has id #plus)
code :
$('#plus').click(function () {
   var overflowY = 'hidden'; 
   if($("html").css('overflow-y') == 'hidden') overflowY = 'visible';
   $("html").css({ 'overflow-y': overflowY });
});
html, body {
  height:200%;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<button id="plus">Change Overflow Y</button>
A.I Companian turns when Player turns

A.I Companian turns when Player turns


By : William David Velasq
Date : March 29 2020, 07:55 AM
will be helpful for those in need Well you call Turn "all the time" but you never check if you probably already are looking in the correct direction ...
either change your condition or add a parameter to Turn and set a fixed direction instead of toggling between two directions without controlling which is the current direction.
code :
public float speed;
public float stoppingDistance;
private Transform target;
Player Player;

private enum Direction
{
    right = 1,
    left = -1;
}

// for storing the scale on start
private Vector3 originalScale;

private void Start()
{
    Player = GameObject.Find("Axel").GetComponent<Player>();

    // If you just want the transform of the Player
    // than simply use 
    target = Player.transform;
    // instead of
    //target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();

    originalScale = transform.localScale;
}

// Btw: for reacting to any user input (as the player movement)
// it is always better to do these things
// in LateUpdate instead of Update
// LateUpdate is executed after all Update calls in the Scene finished
private void LateUpdate()
{
    if (Vector2.Distance(transform.position, target.position) > stoppingDistance)
    {
        transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);

        if (Player.facingRight == false)
        {
            Turn(Direction .left);
        }
        else if (Player.facingRight == true)
        {
            Turn(Direction .right);
        }
    }
}

private void Turn(Direction direction)
{
    transform.localScale = Vector3.Scale(originalScale, Vector3.right * (int)direction);
}
// ...
    if (Player.facingRight == false && transform.localScale.x > 0)
    {
        Turn();
    }
    else if (Player.facingRight == true && transform.localScale.x < 0)
    {
        Turn();
    }
// ...

private void Turn()
{
    transform.localScale = Vector3.Scale(transform.localScale, -Vector3.right);
}
How does the UTF-16 character turns to Number and otherwise turns to char

How does the UTF-16 character turns to Number and otherwise turns to char


By : Mikko Leppänen
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , Execution is done from left to right. So adding integer first and then character type casts the character into integer and then the output of those is appended to string.
For d4 because there is no integer at start and so character is type-casted to string before append.
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