投稿時間:2023-08-10 12:19:43 RSSフィード2023-08-10 12:00 分まとめ(26件)

カテゴリー等 サイト名等 記事タイトル・トレンドワード等 リンクURL 頻出ワード・要約等/検索ボリューム 登録日
IT 気になる、記になる… TokyoTool、「2023 夏割 LIMITED PRICE」のセールを開催中 ー 人気のNOMADやaltoの一部製品も対象 https://taisy0.com/2023/08/10/175179.html apple 2023-08-10 02:42:12
IT 気になる、記になる… Anker、薄型大容量のモバイルバッテリー「Anker 323 Power Bank (PowerCore PIQ)」を発売 ー 初回セールも開催中 https://taisy0.com/2023/08/10/175175.html nkerpowerbankpowercorepiq 2023-08-10 02:23:13
IT 気になる、記になる… 人気Apple Watch用バンド「NOMAD Sports Band」に限定カラー「Blaze」が登場 https://taisy0.com/2023/08/10/175167.html applewatch 2023-08-10 02:08:28
IT ITmedia 総合記事一覧 [ITmedia News] インテルCPUに新たな脆弱性「Downfall」 修正で「パフォーマンスに最大50%の影響」 対象は第6~11世代 https://www.itmedia.co.jp/news/articles/2308/10/news109.html ITmediaNewsインテルCPUに新たな脆弱性「Downfall」修正で「パフォーマンスに最大の影響」対象は第世代米Intelが、同社製CPUに脆弱性が見つかったと発表した。 2023-08-10 11:36:00
IT ITmedia 総合記事一覧 [ITmedia News] HIKAKINのカップ麺「みそきん」再販 今回は購入制限あり メルカリでは早速高額転売相次ぐ https://www.itmedia.co.jp/news/articles/2308/10/news105.html hikakin 2023-08-10 11:08:00
python Pythonタグが付けられた新着投稿 - Qiita CSVから列をドロップするだけのアプリつくーる(Windows 10、Python 3.10、PyQt5) https://qiita.com/SatoshiGachiFujimoto/items/f19453d0d98c050c66a6 pipinstallp 2023-08-10 11:44:39
python Pythonタグが付けられた新着投稿 - Qiita ニートの戯言(4)pyautoguiでnoteに対抗【敗北】 https://qiita.com/HenNayume2023/items/19ebc16a5ac6a784c03a pyautogui 2023-08-10 11:29:38
python Pythonタグが付けられた新着投稿 - Qiita 【オセロAIを作る①】SLポリシーネットワーク https://qiita.com/Matsuda_Takumi/items/38ef9058879104649eb4 creversi 2023-08-10 11:25:08
js JavaScriptタグが付けられた新着投稿 - Qiita [初心者向け] これだけは覚えておこう!ReactのComponentとPropsについて徹底解説 https://qiita.com/shun198/items/4a947675153a32a4e9ab component 2023-08-10 11:42:32
Ruby Rubyタグが付けられた新着投稿 - Qiita 数日間わからなかったcollectionオプションがやっと理解できた! https://qiita.com/naomit/items/710f986a0da242a3f033 collection 2023-08-10 11:23:04
AWS AWSタグが付けられた新着投稿 - Qiita AWSって実際何にどれだけのお金がかかるの? https://qiita.com/yowayowa_engineer/items/783321402e003c855125 金額 2023-08-10 11:15:03
Docker dockerタグが付けられた新着投稿 - Qiita DockerでSpringBootの開発環境を構築する https://qiita.com/ReAL1341/items/6e969d8cbcf7f7d1552a docker 2023-08-10 11:58:49
Docker dockerタグが付けられた新着投稿 - Qiita Dockerの削除系コマンド寄せ集め https://qiita.com/engishoma/items/c2ac32922c4ebb7e2876 docker 2023-08-10 11:32:12
Ruby Railsタグが付けられた新着投稿 - Qiita 数日間わからなかったcollectionオプションがやっと理解できた! https://qiita.com/naomit/items/710f986a0da242a3f033 collection 2023-08-10 11:23:04
技術ブログ Developers.IO Snowflakeのデータに対して探索的データ分析をしたい!SnowsightのチャートとAmazon SageMaker Studioの例 https://dev.classmethod.jp/articles/snowflake-exploratory-data-analysis-sample/ exploratorydataanalysis 2023-08-10 02:02:37
海外TECH DEV Community Differentiating Zustand and Redux https://dev.to/brainiacneit/differentiating-zustand-and-redux-al6 Differentiating Zustand and Redux OverviewExplore the differences between Zustand and Redux two popular state management libraries in React Efficient state management is crucial for complex web applications and both Zustand and Redux offer unique solutions In this article we will explore their capabilities application scenarios and performance attributes Whether you are an experienced React developer or new to state management grasping these distinctions will enable you to make well informed choices for your projects Definitions Zustand Zustand is a lightweight state management library for React applications It offers a simple and intuitive API making it easy to manage and share state across components Zustand follows a minimalist approach and leverages the React hooks system to provide reactive state updates With its small bundle size and emphasis on performance Zustand is ideal for smaller projects or situations where a lightweight state management solution is preferred Redux Redux is a powerful state management library for React and other JavaScript applications It implements the Flux architecture and utilizes a single immutable state tree providing a predictable state management system Redux follows strict principles of data flow making it suitable for large scale applications with complex state management needs While Redux requires some boilerplate code it offers features like middleware and time travel debugging which can be valuable for more extensive projects with complex state interactions Why choose Zustand Simplicity Zustand adopts a minimalist and straightforward API making it easier to set up and use compared to Redux With Zustand developers can manage state with less boilerplate code and have a more streamlined experience Lightweight Zustand has a smaller bundle size compared to Redux This smaller footprint is advantageous for applications that prioritize performance and loading speed especially in scenarios where reducing bundle size is crucial React Hooks Integration Zustand seamlessly integrates with React s hooks system It leverages React hooks like useReducer and useContext providing a more native and familiar development experience for React developers Less Boilerplate Code Zustand reduces the need for extensive boilerplate code that is often associated with Redux This leads to a more concise and efficient codebase which is easier to maintain and understand No Immutable State Tree Unlike Redux Zustand does not require developers to work with an immutable state tree This flexibility simplifies state updates and avoids the need for deep cloning of objects resulting in a more straightforward development process Performance Due to its lightweight nature and streamlined approach Zustand can offer better performance in certain scenarios compared to Redux Smaller bundles and reduced overhead contribute to improved application speed and responsiveness Easy Learning Curve Zustand s simplicity and close integration with React make it more accessible for developers particularly those who are new to state management or prefer a more straightforward approach Why choose ReduxEstablished Ecosystem Redux has a mature and well established ecosystem with a vast community extensive documentation and many third party libraries making it a reliable choice for complex projects Predictable State Management Redux strictly follows data flow principles ensuring a predictable and consistent approach to managing state making it easier to debug Time Travel Debugging Redux s time travel debugging allows developers to inspect and replay actions aiding in understanding state changes over time Middleware Support Redux offers robust middleware support allowing easy integration of features like logging and asynchronous operations Centralized State Redux promotes centralized state management simplifying data synchronization across components in large applications Thorough Documentation Redux has extensive documentation and a large community providing ample learning resources and support Broad Adoption Being widely used Redux enjoys a large and active community with plenty of resources and community support ConclusionIn conclusion Zustand and Redux offer distinct advantages for state management Zustand s simplicity and lightweight nature make it ideal for smaller projects while Redux s mature ecosystem and predictable state management excel in larger complex applications The choice between the two depends on project size complexity and development preferences Both libraries empower developers to create efficient and robust React applications tailored to their specific needs 2023-08-10 02:06:47
海外TECH DEV Community Reflecting on my first React app https://dev.to/mishmishel/reflecting-on-my-first-react-app-27ei Reflecting on my first React appIntroductionWhen I first began learning about React I was extremely confused when it came to importing and exporting components how to structure an App efficiently and how to decide how many components were needed However after creating my first ever React app I gained some much needed confidence when it came to using this framework My React app isn t perfect and I m sure that I missed a few mistakes when debugging however creating this app made me really excited about the future projects I ll be able to create and work on For my Phase assignment I was tasked with creating a React single page application from scratch which must include At least components client side routes A json server to create a RESTful API Some CSS stylingCreating the AppI decided to create a diary app in which users can type in diary entries and view previous diary entries For my previous assignment in Phase I created a To Do List App so a diary app was a logical step up for me I began planning my diary app in my real life paper diary nonetheless and decided upon this course of action Initial setup of React json server etc Plan Layout How many components What components Create components Just the blueprint of the app Implement react router My favourite part of the app Build components Adding meat to the bone Code interactions with json server Additional features You may be surprised to see that CSS styling is not on this list but that is because I worked on the CSS styling throughout the project instead of dedicating a set time for it I also tested and debugged my app throughout its creation Overall I decided that I wanted to create a diary app where users can enter a diary entry with a date title and content obviously view previous diary entries and filter previous diary entries by date My diary app would have main pages Home New Diary Entry and View Diary Entries and a th page nested in View Diary Entries where users can open each diary entry individually to see more information My Favourite Part My favourite thing to work on during the creation of my diary app was the client side routing I used a switch statement in my App component so that my app only renders the first route that matches the URL I had to add an exact path so that the Home component wasn t displayed whenever was followed by anything function App return lt div gt lt Navbar gt lt Switch gt lt Route exact path gt lt Home gt lt Route gt lt Route path newdiaryentry gt lt NewDiaryEntry gt lt Route gt lt Route path viewdiaryentries id gt lt EntryDetails gt lt Route gt lt Route path viewdiaryentries gt lt ViewDiaryEntries gt lt Route gt lt Route path gt lt h gt not found lt h gt lt Route gt lt Switch gt lt div gt export default App I ensured that my paths reflected what the user would be doing at the moment and that users would be able to input a URL to navigate to the page they need to see Things I struggled withBecause of some unforeseen circumstances in my life I was unable to complete work on the Phase modules for a couple of weeks This meant that I had to learn some concepts on the go when working on my app and that I had to utilise concepts that hadn t yet solidified in my brain For example the fact that when you update state it s important to pass in a new object to the set state therefore you have to use the spread operator to make a copy of the object I forgot this fact and so had to tinker a little with my code before I got some things working You can see the spread operator in my code in my handleInputChange function in my New Diary Entry component const handleInputChange e gt const name value e target setEntry prevEntry gt prevEntry Spread operator creates copy of current entry state object and updates property by name with new value name value The above function determines what property of the entry object needs to be updated uses the spread operator to create a copy of the entry state and updates the property specified by name with the new value Additional FeaturesAfter meeting the Phase assignment requirements I decided to add an additional feature filtering diary entries by date This is a very simple feature and it was quite easy to add however it made my site so much more interesting I really would ve liked to add more additional features but I was quite pressed on time and wanted to focus more on building the React components and client side routing Despite the fact that this app was for an assignment I will continue working on it even after submitting Ideally I would add more interesting features for example a favouriting feature search bar more interactive UI etc ConclusionIn conclusion I am quite happy with the app I have created in the given time frame and I look forward to experimenting more with the React framework 2023-08-10 02:05:24
海外TECH DEV Community Learn Godot 4 by Making a 2D Platformer — Part 22: Music & SFX https://dev.to/christinec_dev/learn-godot-4-by-making-a-2d-platformer-part-22-music-sfx-1ome Learn Godot by Making a D Platformer ーPart Music amp SFX You can find the links to the previous parts at the bottom of this tutorial Music and sound effects can add a new dimension to your game Imagine playing your favorite video game ーnow imagine it without sound What impact would that have on your experience Would it still be your favorite game In this part we ll be adding the second last piece to our game which is music and sound effects In Godot you have three primary options for playing audio AudioStreamPlayer This is a general audio player suitable for playing music or any non positional audio Use this when you don t need the audio to have a position in the world For example if you have background music or dialog music that should be played irrespective of the position of the characters or objects in the game use AudioStreamPlayer AudioStreamPlayerD This is designed for D games where you need positional audio It stimulates the position of the sound in a D space and will make sounds quieter the further away they are from the listener camera usually Use this when you are making a D game and you want the audio to have a position in your D world e g a sound effect that occurs at a certain location on the screen AudioStreamPlayerD Similar to AudioStreamPlayerD but for D games It takes into account the position of the sound in three dimensional space Use this in D games when you want the sound to emanate from a specific location in the D world Throughout this tutorial we will use our AudioStreamPlayer node for constant stable sounds such as our Background music or Dialog music We will use our AudioStreamPlayerD node however for our sound effects ーbecause we want some panning in the sound and we also want the sound loudness to depend on the location of the sound WHAT YOU WILL LEARN IN THIS PART How to work with the AudioStreamPlayer amp AudioStreamPlayerD node In your project you ll see in your Assets directory that I already added a folder with Music in it for us to use You are welcome to go and source your audio but for our game I m going to be using those assets STEP MUSIC Background MusicIn your Player scene add a new AudioStreamPlayer node This will serve as the audio container for your background music when the game plays Rename it to “BackgroundMusic Since we ll be adding numerous AudioStreamPlayer nodes let s organize them underneath a NodeD node renamed “Music Our background music will be the audio file “arguement loop mp Godot supports both wav and mp audio extensions We can assign this audio file to our BackgroundMusic node in the inspector Panel underneath the Stream property You can drag this audio file into the property or you can add it by clicking on it and assigning it via the Quick Load method This audio file is already imported with its looping value enabled so we don t need to worry about it playing and then stopping once it reaches the end If you need to use an audio file that isn t preconfigured for looping you can re import it in your Import dock with looping enabled To play this BackgroundMusic node we can reference it in our code wherever we want it to play via the play method In our case we want it to play when the Player enters the scene ーwhich is when our level starts Player gd older code func ready older code play background music Music BackgroundMusic play Now if you run your scene and you start a level the background music should play Pause Menu MusicWe also want our pause menu to play its track when the player presses the ui pause input When the pause button is pressed we need to stop our background music and play our pause music Add a new AudioStreamPlayer node and rename it to “PauseMenuMusic Assign the “bit music for game mp track to its Stream property In our input function underneath our ui pause conditional we need to play this audio track Player gd older code singular input captures func input event pause game if event is action pressed ui pause show menu PauseMenu visible true pause scene get tree paused true show cursor Input set mouse mode Input MOUSE MODE VISIBLE play pause menu music Music BackgroundMusic stop Music PauseMenuMusic play We also need to stop the pause menu music from playing when the player resumes the game because we need the background music to play again Player gd older code resume game func on button resume pressed unpause scene get tree paused false hide menu PauseMenu visible false stop pause menu music Music BackgroundMusic play Music PauseMenuMusic stop Now if you run your scene and you pause your game your pause menu music should play If you resume your game your background music should play Game Over MusicWhen our player dies we need to stop our background music and play our death music In your Player scene add a new AudioStreamPlayer node and rename it to “GameOverMusic Assign the “kl peach game over iii mp track to its Stream property Let s play it when the player dies We also need to stop the background music from playing Player gd older code reset our animation variables func on animated sprite d animation finished if attack time left lt Global is attacking false set physics process true is hurt false if AnimatedSpriteD animation death pause game get tree paused true show menu GameOver Menu visible true make modular value visible AnimationPlayer play ui visibility hide the player s UI UI visible false get final values final score time and rating show player values GameOver Menu Container TimeCompleted Value text str Global final time GameOver Menu Container Score Value text str Global final score GameOver Menu Container Ranking Value text str Global final rating show cursor Input set mouse mode Input MOUSE MODE VISIBLE play game over music Music BackgroundMusic stop Music GameOverMusic play We also need to continue the background music when our player presses the restart button on our game over screen Player gd older code restarts game func on restart button pressed hide menu GameOver Menu visible false Restart current scene get tree reload current scene if Global get current level number gt unpause scene get tree paused false start background music Music BackgroundMusic play Now if you run your scene your music should play when our game is over If your music is too loud soft for your taste you can edit its Volume property to be lower or higher in the Inspector panel You can test this by enabling and disabling the Playing property Main Menu MusicWe also need music to play in our MainMenu scene Create a new NodeD node called “Music and add an AudioStreamPlayer node to it which you should rename to “BackgroundMusic Assign the “bit music for game mp track to its Stream property Let s play it when the MainMenu node enters the scene MainMenu gd extends CanvasLayer func ready pause it by default get tree paused true show cursor Input set mouse mode Input MOUSE MODE VISIBLE play background music Music BackgroundMusic play Now if you run your scene your background music should play when your MainMenu is open Level Up MusicWe also need music to play in our LevelDoor scene when the player enters its collision body Create a new NodeD node called “Music and add an AudioStreamPlayer node to it which you should rename to “LevelUpMusic Assign the “cool pigeon wav track to its Stream property If you don t like this audio you can also use the “kl peach game over iii mp or “computer turn on wav audio Let s play it when the LevelDoor node collides with our player body LevelDoor gd older code func on body entered body if body name Player Input set mouse mode Input MOUSE MODE VISIBLE pause game get tree paused true show menu UI Menu visible true make modular value visible AnimationPlayer play ui visibility hide the player s UI body get node UI visible false get final values body final score time and rating show player values UI Menu Container TimeCompleted Value text str Global final time UI Menu Container Score Value text str Global final score UI Menu Container Ranking Value text str Global final rating play music Music LevelUpMusic play Now if you run your scene your level up music should play when your player reaches the door STEP SFX Jump SFXWhen our player jumps we want to play a jumping sound effect In your Player scene add a new AudioStreamPlayerD node and rename it to “JumpSFX Assign the “jump wav track to its Stream property In our input function underneath our ui jump conditional we need to play this audio track Player gd older code singular input captures func input event older code on jump if event is action pressed ui jump and is on floor velocity y jump height AnimatedSpriteD play jump sfx Music JumpSFX play You can also play this if your player is climbing ladders Player gd older code singular input captures func input event older code on climbing ladders if Global is climbing true if Input is action pressed ui up AnimatedSpriteD play climb gravity velocity y Global is jumping true Music JumpSFX play Now if you run your scene your sfx should play when your player jumps or climbs Damage SFXWhen our player gets damaged we want to play a damaged sound effect In your Player scene add a new AudioStreamPlayerD node and rename it to “DamageSFX Assign the “embarrassed wav track to its Stream property In our take damage function we need to play this audio track Player gd older code takes damage amp death func take damage deduct and update lives if lives gt and Global can hurt true lives lives update lives emit lives max lives play damage animation AnimatedSpriteD play damage allows animation to play set physics process false is hurt true decrease score decrease score Music DamageSFX play death if lives lt AnimatedSpriteD play death Now if you run your scene your sfx should play when your player gets hurt Pickup SFXWhen our player picks up any one of our pickups we want to play a different sound In your Player scene add three new AudioStreamPlayerD nodes and rename them to “ScoreSFX “BoostSFX and “HealthSFX Assign the “score wav track to the ScoreSFX s Stream property Assign the “boost wav track to the BoostSFX s Stream property Assign the “upgrade wav track to the HealthSFX s Stream property In our add pickup function we need to play these audio tracks Player gd older code adds pickups to our player and updates our lives attack boosts func add pickup pickup increases life count if we don t have lives already if pickup Global Pickups HEALTH if lives lt max lives lives update lives emit lives max lives Music HealthSFX play temporarily allows us to destroy boxes bombs if pickup Global Pickups ATTACK Global is attacking true Music BoostSFX play increases our player s score if pickup Global Pickups SCORE increase score Music ScoreSFX play Now if you run your scene your sfx should play when your player runs through the pickups Attack SFXWhen our player presses their ui attack input we want an attack SFX to play In your Player scene add a new AudioStreamPlayerD node and rename it to “AttackSFX Assign the “attack variation wav track to its Stream property In our input function underneath our ui attack conditional we need to play this audio track Player gd older code singular input captures func input event pause game if event is action pressed ui pause show menu PauseMenu visible true pause scene get tree paused true show cursor Input set mouse mode Input MOUSE MODE VISIBLE play pause menu music Music BackgroundMusic stop Music PauseMenuMusic play on attack if Input is action just pressed ui attack if Global is attacking true AnimatedSpriteD play attack Music AttackSFX play Now if you run your scene your sfx should play when your player attacks when their attack boost is active IncreaseScore SFXWhen our increases their score we want the game to be notified via a soundtrack In your Player scene add a new AudioStreamPlayerD node and rename it to “IncreaseScoreSFX Assign the “Pickup Coin wav track to its Stream property In our increase score function we need to play this audio track Player gd older code func increase score score count score score count update score emit score Music IncreaseScoreSFX play Now if you run your scene your sfx should play when your player ups their score Your code should look like this I challenge you to go ahead and add more SFX if you d like Maybe play a sound if the player presses on a button or when the Box and Bomb hits the Wall collisions I m going to stop here for now since this is a good base In the next part we ll be adding our particle effects to our game when our game Now would be a good time to save your project and make a backup of your project so that you can revert to this part if any game breaking errors occur Go back and revise what you ve learned before you continue with the series and once you re ready I ll see you in the next part Next Part to the Tutorial SeriesThe tutorial series has chapters I ll be posting all of the chapters in sectional daily parts over the next couple of weeks You can find the updated list of the tutorial links for all parts of this series on my GitBook If you don t see a link added to a part yet then that means that it hasn t been posted yet Also if there are any future updates to the series my GitBook would be the place where you can keep up to date with everything Support the Series amp Gain Early Access If you like this series and would like to support me you could donate any amount to my KoFi shop or you could purchase the offline PDF that has the entire series in one on the go booklet The booklet gives you lifelong access to the full offline version of the “Learn Godot by Making a D Platformer PDF booklet This is a page document that contains all the tutorials of this series in a sequenced format plus you get dedicated help from me if you ever get stuck or need advice This means you don t have to wait for me to release the next part of the tutorial series on Dev to or Medium You can just move on and continue the tutorial at your own pace ーanytime and anywhere This book will be updated continuously to fix newly discovered bugs or to fix compatibility issues with newer versions of Godot 2023-08-10 02:01:00
海外TECH ReadWriteWeb Best Mini Fridge Under $100 for 2023 https://readwrite.com/best-mini-fridge-under-100/ Best Mini Fridge Under for Many companies featured on ReadWrite partner with us Opinions are our own but compensation and in depth research determine how products The post Best Mini Fridge Under for appeared first on ReadWrite 2023-08-10 02:00:55
金融 ニッセイ基礎研究所 マンション価格は上昇継続。ホテル市況はコロナ禍前に近づく-不動産クォータリー・レビュー2023年第2四半期 https://www.nli-research.co.jp/topics_detail1/id=75781?site=nli また、日本不動産研究所によると、年月の住宅価格指数首都圏中古マンションは前月比、過去年間の上昇率はとなった図表ー。 2023-08-10 11:24:56
ニュース BBC News - Home Two Doors Down creator Simon Carlyle dies aged 48 https://www.bbc.co.uk/news/uk-scotland-glasgow-west-66457511?at_medium=RSS&at_campaign=KARANGA carlyle 2023-08-10 02:01:50
ニュース Newsweek 中国との共同事業のインドネシア高速鉄道、ソフト開業を延期 安全性確保のため https://www.newsweekjapan.jp/stories/world/2023/08/post-102398.php 中国との共同事業のインドネシア高速鉄道、ソフト開業を延期安全性確保のためインドネシアが首都ジャカルタから西ジャワ州州都バンドンまでのキロを結ぶ高速鉄道の完工を期し、月日の独立記念日の翌日に予定されしていた招待客を乗せたソフト開業の試験走行が延期された。 2023-08-10 11:29:30
IT 週刊アスキー 恐竜について楽しく学ぼう! キュービックプラザ新横浜、「遊んで、学んで、リアルを体験!わくわく恐竜ランド」開催 https://weekly.ascii.jp/elem/000/004/149/4149375/ 期間 2023-08-10 11:45:00
IT 週刊アスキー Amazonプライム、年会費1000円値上げ→5900円に https://weekly.ascii.jp/elem/000/004/149/4149406/ amazoncojp 2023-08-10 11:05:00
IT 週刊アスキー Bot Expressの「GovTech Express」を活用して富山市が「スマホ市役所」を開設 https://weekly.ascii.jp/elem/000/004/149/4149400/ botexpress 2023-08-10 11:15:00
マーケティング AdverTimes サイバーエージェントに宣戦布告も 漫画『トリリオンゲーム』が広告で挑戦状 https://www.advertimes.com/20230810/article430267/ 交通広告 2023-08-10 02:30:04

コメント

このブログの人気の投稿

投稿時間:2021-06-17 05:05:34 RSSフィード2021-06-17 05:00 分まとめ(1274件)

投稿時間:2021-06-20 02:06:12 RSSフィード2021-06-20 02:00 分まとめ(3871件)

投稿時間:2020-12-01 09:41:49 RSSフィード2020-12-01 09:00 分まとめ(69件)