Why can’t I pass arrow functions in the angular component properties

other component template:

<app-search-bar (onSearch)="content => onSearch(content)"></app-search-bar>

Error:
Parser Error: Bindings cannot contain assignments at column 10 in (content => onSearch(content))

app-search-bar.component.ts:

...
export class SearchBarComponent implements OnInit {
  searchText = '';
  @Input() onSearch: (content: string) => void;
  constructor() { }

  ngOnInit(): void {

  }

}

I am a newbie to angular, I don’t know the reason, this is not correct, so that the IDE cannot know what attributes the component transmits. Compared with the programming model of reactjs, this is very unfriendly

sharepoint online – What is this green box with a white arrow next to the word doc icon?

I was moving folders to a different location in sharepoint, where all the files within the folder moved except for this one.

What is distinct about this file from the others is the green box with a white arrow ned to the word doc icon. Refer to pic.
Icon
This file also seems to be corrupt as i get a Microsoft error “Word ran intoa problem opening this document in a browser. To view this document please open it in the desktop version..”
When I do, It is a blank document.

Does the arrow next to the icon indicate the file is corrupt or?

Any feedback is appreciated. Thanks

Arrow Functions Dúvida Simples

Como destruir objetos com arrow funtions ?

let carro = {
nome: 'carro',
valor: 100.00

}

dnd 5e – Can a Circle of the Stars druid fire an arrow from its star form and cast a spell of 1st level or higher during the same turn?

You can cast a spell on the same turn as using the starry form attack

As you’ve mentioned, the starry form attack only states that you must “make a ranged spell attack”, but nowhere does it say that it is a spell. Regardless, it also doesn’t state that it uses a spell slot, which is the real restriction on whether or not you could cast another spell (as Thomas Markov’s answer shows).

Given that neither of those things are true (it isn’t a spell, and even if it was, it doesn’t use a spell slot), then you are free to cast another spell with your remaining action.

(In this case, the fact that it says “make a ranged spell attack” is just a short hand way of telling you to make an attack that uses your Wisdom modifier and your proficiency bonus.)

java – Navigating out of a TextField in GridPane using the arrow keys in JavaFX

I am making a sodoku solver program in Java with the JavaFX library. The program incorporates an interactive sodoku board consisting of a series of TextFields in a GridPane. The board looks like this:

The Sodoku Board

Right now, the cursor is in the top left most TextField. If the field had text in it, the user would be able to move the cursor through the text by using the arrow keys. However, I want the user to be able to use the arrow keys to navigate to a different TextField. The issue is, the field is in “typing mode” (I don’t know the official terminology) so the arrow keys only move the cursor to a different point in the text, but otherwise it stays in the same field.

This is what I mean:

enter image description here

Pretend that line I drew is the cursor. Right now, if I click the left arrow key, the cursor will move to the left of the 1, but I want it to move the the TextField on the left, instead. If I click the down arrow key, nothing happens because there is no text below the 1 for the cursor to navigate to, but I want it to move to the TextField below, instead.

The code for the GridPane is this:

TextField()() squares = new TextField(9)(9);
GridPane grid = new GridPane();
for (int i = 0; i < 9; i++) {
    for (int j = 0; j < 9; j++) {
        squares(i)(j) = new TextField();
        squares(i)(j).setPrefHeight(8);
        squares(i)(j).setPrefWidth(25);
        grid.add(squares(i)(j), j, i);
     }
}
grid.setAlignment(Pos.CENTER);

The squares array is for me to have access to individual TextFields in the GridPane.

Any suggestions for how I can fix this?

Increasing arrow sizes in a Custom List Batch View

I have a custom list, which I am displaying documents in batches of 10. Is there anyway of increasing the size of the arrows? They are small, and I am using this in a mobile / touch environment.

I am using SPD2013 OP.

Arrows

unity – Use arrow keys to navigate between specific toggles, not all UI elements

I’m making a game where the player needs to select a object out of three and navigates between then with the arrows of the keyboard, and I’m using toggles to make this system.

But the problem is that when I hit play, the navigation mixes the toggles with some other UI elements I dont want to include in the navigation, like sliders and buttons.

How can I lock the navigation for just these three toggles?

I also want to make the navigation switch between these toggles and another three toggles in the middle of the game. How would I change my navigation via script?

windows 10 – Drawing up arrows with pen removes the arrow tip

I am using a graphic tablet and I was trying to draw arrows facing upwards. Sometimes it works, but sometimes a white circle with a blue inner circle appears and the arrow tip is removed afterwards.

Since it’s a bit hard to describe, here’s an animated GIF that displays a successful arrow and a second one which is not an arrow in the end:

Animation of the issue

(The big pixel cursor seems to be a feature of ScreenPresso. It’s not what it looks like on my machine.)

Is the arrow tip recognized as a gesture or something? How do I draw arrows that remain being arrows?

This happens in Powerpoint 2016 from Office Professional Plus 2016, Powerpoint Version 2004, Build 12730.20270. I am using Windows 10 x64 1909 Build 18363.836, a Huion New 1060 Plus graphics tablet and Huion drivers 14.8.90.1126.

code smell – How to tackle a ‘branched’ arrow head anti-pattern?

user61852 has a pretty good answer solving the general problem of simplifying nested conditionals. However, I was intrigued with your proposed state machine-like solution, and wanted to illustrate how that can sometimes be preferable to a set of binary flags.

It all depends on the sequence of obtaining the flags’ values and how many combinations are valid. If you have n flags, you have 2n states. For 4 flags, that’s 16 states, and as you observed, only 3 of them may have any useful meaning. In situations like that, using a state variable instead can simplify things greatly.

Let’s say you have a lock that will open if 4 keys are pressed in the right order. If you press any key incorrectly, it immediately resets back to the start of the sequence. A very naïve way to implement a keypress handler using binary flags is:

void key_pressed(char key)
{
   if (!key1correct)
   {
      if (key == pin(0))
      {
         key1correct = true;
      }
   }
   else if (!key2correct)
   {
       if (key == pin(1))
       {
           key2correct = true;
       }
       else
       {
           key1correct = false;
       }
   }
   else if (!key3correct)
   {
       if (key == pin(2))
       {
           key3correct = true;
       }
       else
       {
           key1correct = false;
           key2correct = false;
       }
   }
   else
   {
       if (key == pin(3))
       {
           key4correct = true;
       }
       else
       {
           key1correct = false;
           key2correct = false;
           key3correct = false;
       }
   }

   if (key1correct && key2correct && key3correct && key4correct)
   {
       open_lock();
       key1correct = false;
       key2correct = false;
       key3correct = false;
       key4correct = false;
   }
}

A simplified, flattened version using binary flags (like user61852’s answer) looks like this:

void key_pressed(char key)
{
    if (!key1correct && key == pin(0))
    {
        key1correct = true;
        return;
    }

    if (key1correct && !key2correct && key == pin(1))
    {
        key2correct = true;
        return;
    }

    if (key1correct && key2correct && !key3correct && key == pin(2))
    {
        key3correct = true;
        return;
    }

    if (key1correct && key2correct && key3correct && key == pin(3))
    {
        open_lock();
        key1correct = false;
        key2correct = false;
        key3correct = false;
        return;
    }

    key1correct = false;
    key2correct = false;
    key3correct = false;
}

That’s a lot easier to read, but still in both of these solutions you have states like key2correct && !key1correct that are completely invalid and unused. Whereas using a state variable num_correct_keys instead of the binary flags looks like this:

void key_pressed(char key)
{
    if (key == pin(num_correct_keys))
        ++num_correct_keys;
    else
        num_correct_keys = 0;

    if (num_correct_keys == 4)
    {
        open_lock();
        num_correct_keys = 0;
    }
}

Granted, this is a contrived example, but people often write code like the first version in less obvious situations, sometimes spread across multiple files. Using a state variable often greatly simplifies code, especially when the flags represent a sequence of events.

Help in identifying the icon and using Android / Up left arrow

As above, the icon is used, add the suggestion in your current search so you can continue typing, clicking on the word, you will just have to search for the suggestion.

Google is still using the icon in Oreo and the latest Pixel launcher / feed, so I can't see them being phased out. The icon is not in the Material icon pack but is the same as the past call and received call icons, they just need to be rotated to point in the good direction.

https://material.io/icons/#ic_call_made