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AWS EB EnvironmentHealth 监控组件(aws监控服务)

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在本文中,我们将给您介绍关于AWSEBEnvironmentHealth监控组件的详细内容,并且为您解答aws监控服务的相关问题,此外,我们还将为您提供关于41889-ApplicationDevel

在本文中,我们将给您介绍关于AWS EB EnvironmentHealth 监控组件的详细内容,并且为您解答aws监控服务的相关问题,此外,我们还将为您提供关于41889 - Application Development in the iOS Environment、@ ng-toolkit / serverless错误消息:文件(./src/environments/environment.prod.ts)不存在、Angular 12:如何为每种语言使用单独的 environment.ts 文件(例如 environment.en.ts、environment.de.ts)?、Angular environment.ts问题JSON但是environment.prod.ts的知识。

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AWS EB EnvironmentHealth 监控组件(aws监控服务)

AWS EB EnvironmentHealth 监控组件(aws监控服务)

如何解决AWS EB EnvironmentHealth 监控组件?

我有几个弹性豆茎组件受到监控,我偶尔会收到 EnvironmentHealth 警报。当我收到警报时,如何找出警报的根本原因?换句话说,是什么触发了警报。我厌倦了浏览此文档:https://docs.aws.amazon.com/elasticbeanstalk/latest/dg/environments-health.html。想不通。

解决方法

暂无找到可以解决该程序问题的有效方法,小编努力寻找整理中!

如果你已经找到好的解决方法,欢迎将解决方案带上本链接一起发送给小编。

小编邮箱:dio#foxmail.com (将#修改为@)

41889 - Application Development in the iOS Environment

41889 - Application Development in the iOS Environment


Faculty of Engineering and information Technology
School of Software
41889 - Application Development in the iOS Environment
42889 - iOS Application Development
Autumn 2018
Assessment Task 2
Individual programming project: BubblePop Game
Due 10 May 2019 at 11:59 pm
This project is worth 30% of the overall mark for this subject.
GitHub Classroom invitation: https://classroom.github.com/a/923tJiqr
Introduction
A client has just hired you to develop a casual iOS game based on an idea he had recently. He
has no programming experiences and only kNows the overall functions the game must have.
You must help him to work out a detailed Graphical User Interface (GUI),design a wellstructured
program and implement the program in the Swift programming language. The final
product shall be thoroughly tested and ready to be submitted to the App Store.
figure 1. Gameplay Mockup figure 2. scoreboard Mockup
Objectives
The purpose of this project is to demonstrate competence in the following skills:
The full software development cycle
iOS App UI and program design
iOS UI programming
Effective use of platform APIs
Program testing
Functionality Specification
The game is called BubblePop (you can call your app a different name if you wish to). In this
game,a number of bubbles are randomly displayed on an iOS device screen. A player pops a
bubble by touching the bubble,and every time they pop a bubble they earn a certain number of
points. Bubbles come in five colours: red,pink,green,blue and black. Each colour corresponds
to a specific number of points and has a specific probability of appearance (see table 1). All
bubbles appear on the screen briefly (see core functionality 9). A player needs to pop as many
bubbles as possible within a certain timeframe (default to 60 seconds) to get high scores. Note

41889留学生作业代做、iOS Environment作业代做、c/c++,Python语言作业代写
that,if a player pops two or more bubbles of the same colour consecutively,they earn 1.5 times
the points for the additional bubbles they pop. Finally,game scores are saved and a high score
board is displayed after a game run is finished. figure 1 provides a rough mock up of what the
main interface may look like. NOTE: figure 1 gives you a guide for your GUI,you may design a
Colour Game Points Probability of Appearance
Red 1 40%
Pink 2 30%
Green 5 15%
Blue 8 10%
Black 10 5%
more sophisticated and more polished GUI for your own work. You will get 1 functionality mark
for each functionality item specified below.
Table 1. Specifications for coloured bubbles
Core Functionalities
1. A player must be able to enter their name before the start of a game run. (You may load
the player‘s name from the GameKit API if you wish. This extra work is not required.)
2. A game timer shall be displayed and it must count down continuously in one-second
intervals. When the timer reaches zero,the game stops.
3. A score shall be displayed. It shall be zero initially and shall be updated every time the
player successfully “pops” a bubble.
4. The default timeframe for a game is 60 seconds,i.e. the game timer starts from 60
seconds and counts down to 0. This number shall be adjustable in the app settings.
5. The maximum number of bubbles displayed on the screen is defaulted to 15,i.e. there
shall be between 0 and 15 bubbles shown on the screen at the same time. This number
shall be adjustable in the app settings.
6. The app randomly decides how many bubbles (up to the maximum allowed bubble
number) shall be displayed on the screen at a time. The bubble colour is decided according
to the Probability of Appearance in Table 1.
7. Bubbles shall be displayed at random positions on the screen with the following
restrictions:
1. The entire bubble shall be displayed within the screen. There shall not be any bubble
with some parts off the screen once it has fully appeared.
2. No two (or more) bubbles shall overlap each other.
8. When a player touches a bubble,the bubble shall be removed from the screen and the
corresponding game points shall be added to the overall score. For example,if the green
bubble in figure 1 was touched,it shall disappear and the score shall increase by 5 game
points. If two or more bubbles of the same colour are popped in a consecutive sequence,
the bubbles after the first one will get 1.5 times their original game points. For example,if
two black bubbles were popped one after the other,25 (10 + 1.5 * 10) shall be added to
the total score. Round to the nearest integer if necessary.
9. The app shall refresh bubbles displayed every game second. That is,after every game
second,the app shall randomly remove a number of bubbles (do not include the bubbles
that have been popped by the player) and replace them with another set of randomly
positioned bubbles. There may be more or less bubbles on the screen compared with the
prevIoUs game second subjected to the restrictions in 5 and 6. In this case,"random"
means chosen by the program,not the user. So you have a lot of discretion in
placement of new bubbles and selection of old bubbles.
10. When the game stops,the player’s score shall be saved in a persistent file (or database)
that contains all players’ names and their highest scores.
11. At the end of the game,a high score board shall be displayed with the names and scores
of the highest ranking players. (See figure 2)
Extended Functionalities (please do not start on these until finishing CFs)
1. In addition to core function 7 and 9,displayed bubbles shall move and go off the screen if
they are not removed earlier. Their moving speed shall increase as the game timer counts
down. You decide the rate of change with respect to the game timer.
2. Animations of game state transitions. For example,one of:
1. Flashing count down 3,2,1 start at the beginning of play
2. Bubbles shrinking,growing,or flying away when removed or tapped
3. score changes or combo lengths displayed with animations in response to taps
3. The highest score in the scoreboard shall be displayed during gameplay.
4. Any cool and useful features that you can think of.
PROGRAM/TEST HINT
Make sure your program works under different iOS devices/simulators (e.g. iPhone4s,iPad
etc.) with different screen sizes and orientations.
For core functionality 4 and 5,the game time and the maximum number of bubbles can be
set in the app settings. How can you make sure their settings are valid? How can you
prevent a user from setting a negative or a very large number for these settings. Think
about how to communicate these constraints to the user in a comfortable way.
Assessment
You will demonstrate your app in your assigned lab on the week of 14 May. Your peers will mark
your app‘s functionality and give you Feedback on usability.
Max score: 30 marks
Functionality: 20 marks (marked by peers)
The Xcode project must unzip successfully and compile without errors.
15 marks for specified functionalities.
Full marks in functionality requires the completion of all CFs and EFs
2 marks for compiling without warnings.
1 mark for operating without unhandled runtime errors.
2 marks for correct display on different screen sizes and orientations.
Code Style: 3 marks (marked by staff)
Deduct up to 1 mark for bad or inconsistent indentation,whitespace,or braces.
Deduct up to 1 mark for bad or misleading comments.
Deduct up to 1 mark for unclear symbol naming.
Program Design: 7 marks (marked by staff)
Data modeling: Do the data structures reflect the problem domain?
Immutable data and idempotent methods: Is the type system used to prevent incorrect
code from being written?
Functional separation: Is the problem broken down into meaningful parts?
Loose coupling: Can parts be changed in isolation of each other?
Extensibility: How easy would it be to add,remove,or change functionality? Could a new
mechanic or new content be added by changing data instead of changing code?
Error handling: Are errors detected at appropriate places? Is the user prevented from
entering invalid input and guided toward valid input?
Late submission
Late submissions may be demonstrated in lab the following week.
Deduct 1 mark per 24 hours late (rounded up). Submissions will not be accepted after the Final
Due Date (7 days after the standard due date).
Please note: Regardless of how many times you have submitted your project,if your final
submission is after the due date it will be considered late and marks will deducted accordingly.
An extension will only be granted if there is a fully documented reason which merits it. The
documentation must be presented to the Subject Coordinator before the due date. Extensions
after the Final Due Date will never be granted under any circumstance. If an extension is
granted that means submission will be accepted up to the extension date without penalty. If an
extension is granted,UTS Online will show the extended due date.
Students may apply for special consideration if they consider that illness or misadventure has
adversely affected their performance.
Bug reports
It is quite possible that errors or ambiguities may be found in the specification. If so,updates
will be placed on UTSOnline and announcements made regarding the amendment. It is your
responsibility to keep up to date on such amendments and ensure you are using the latest
version of the Project Description.
If you discover an error or bug in the provided material,you will receive favorable marking. The
following rules apply:
1. It must be a report on the currently posted version of the material.
2. It must be reported on the UTS Online discussion board to be accepted.
3. It must be a genuine bug. By genuine I mean it requires me to amend the material.
4. If a number of students post a report on the same bug,the first who posted will receive
the mark.
Return of Assessed Project
It is expected that marks will be made available one week after the final due date via
UTSOnline. You will also be given a copy of the marking sheet showing a breakdown of the
marks and Feedback.
Acceptable Practice vs Academic Malpractice
Students should be aware that there is no group work within this subject. All work must be
individual. However,it is considered acceptable practice to adapt code examples found in
the lecture notes,labs and the text book for the assignment. Code adapted from any other
source,particularly the Internet and other student assignments,will be considered
academic malpractice. The point of the assignment is to demonstrate your understanding
of the subject material covered. It‘s not about being able to find solutions on the Internet.
You should also note that assignment submissions will be checked using software that
detects similarities between students programs.
Participants are reminded of the principles laid down in the "Statement of Good Practice
and Ethics in Informal Assessment" in the Faculty Handbook. Assignments in this subject
should be your own original work. Any collaboration with another participant should be
limited to those matters described in the "Acceptable BehavIoUr" section. Any
infringement by a participant will be considered a breach of discipline and will be dealt
with in accordance with the Rules and By-Laws the University. The Faculty penalty for
proven misconduct of this nature is zero marks for the subject. For more information,see
UTS Policy on Academic integrity,plagiarism and cheating
Queries
If you have a question,please contact the instructor as soon as possible.
It is easier to answer queries about specific code. Please upload your code to the GitHub
Classroom repository so that I can read it instead of guessing what it might be.
If the answer to your questions can be found directly in any of the following:
subject outline
task specification
UTS Online discussion board
You will be directed to these locations rather than given a direct answer.

因为专业,所以值得信赖。如有需要,请加QQ99515681 或邮箱:[email protected] 

微信:codinghelp

@ ng-toolkit / serverless错误消息:文件(./src/environments/environment.prod.ts)不存在

@ ng-toolkit / serverless错误消息:文件(./src/environments/environment.prod.ts)不存在

如何解决@ ng-toolkit / serverless错误消息:文件(./src/environments/environment.prod.ts)不存在?

在有1个项目的有角工作区中安装ng-toolkit / serverless时,出现以下错误: 错误消息:文件(./src/environments/environment.prod.ts)不存在。

有人面对同样的事情吗?

解决方法

暂无找到可以解决该程序问题的有效方法,小编努力寻找整理中!

如果你已经找到好的解决方法,欢迎将解决方案带上本链接一起发送给小编。

小编邮箱:dio#foxmail.com (将#修改为@)

Angular 12:如何为每种语言使用单独的 environment.ts 文件(例如 environment.en.ts、environment.de.ts)?

Angular 12:如何为每种语言使用单独的 environment.ts 文件(例如 environment.en.ts、environment.de.ts)?

如何解决Angular 12:如何为每种语言使用单独的 environment.ts 文件(例如 environment.en.ts、environment.de.ts)??

我一直在开发一款多语言 Angular 应用,并将其部署到 Firebase 托管。

https://myAppDomain.de/de 显示德文版。
https://myAppDomain.de/en 显示英文版。

这在大多数情况下都可以正常工作,除了我将一些特定于语言环境的变量放入 environment.ts 中:

numberFormatLocale: ''de'',dateFormatLocale: ''de-DE'',timePickerLocale: ''de-DE'',momentLocale: ''de'',...

我希望这些值根据应用程序的语言而改变。

因此,我创建了单独的 environment.ts 文件:

environment.ts 作为英文开发环境文件,
environment.prod.ts 作为英文 prod 环境文件,
environment.de.ts 作为德语开发环境文件,
environment.prod.de.ts 作为德国生产环境文件,

我试图在构建过程中替换它们,所以我这样配置 angular.json

   "architect": {
        "build": {
          "builder": "@angular-devkit/build-angular:browser","options": {
            "i18nMissingTranslation": "error","localize": true,"outputPath": "dist/myAppDomain","index": "src/index.html","main": "src/main.ts","polyfills": "src/polyfills.ts","tsConfig": "tsconfig.app.json","assets": [
              "src/favicon.ico","src/assets","src/manifest.webmanifest",{
                "glob": "**/*","input": "node_modules/ngx-auth-firebaseui/assets/","output": "./assets/"
              }
            ],...
          },"configurations": {
                "production": {
                  "fileReplacements": [
                    {
                      "replace": "src/environments/environment.ts","with": "src/environments/environment.prod.ts"
                    },{
                      "replace": "src/environments/environment.de.ts","with": "src/environments/environment.prod.de.ts"
                    }
                  ],...
                },"de": {
                  "localize": [
                    "de"
                  ],"baseHref": "/de/","fileReplacements": [
                    {
                      "replace": "src/environments/environment.prod.ts","with": "src/environments/environment.prod.de.ts"
                    },{
                      "replace": "src/environments/environment.ts","with": "src/environments/environment.de.ts"
                    }
                  ]
                },"en": {
                  "localize": [
                    "en"
                  ],"baseHref": "/en/"
                }
              },},

但是,它不起作用。我总是得到英文环境.ts,不管我加载哪个语言版本。

我该如何正确配置?或者,有什么更好的方法可以实现相同的目标?

2021-07-31 更新: 这是我的package.json的摘录:

  "scripts": {
    "ng": "ng","start": "ng serve --configuration=en --port 4200 && ng serve --configuration=de --port 4201","start:en": "ng serve --configuration=en --port 4200","start:de": "ng serve --configuration=de --port 4201","build": "ng build","build:prod": "ng build --configuration=production","test": "ng test","lint": "ng lint","e2e": "ng e2e"
  },

我还从我的 angular.json 中添加了一些更多信息。

解决方法

我决定走另一条路。我没有使用大量单独的环境文件(添加的语言越多越乏味),而是回到只有两个环境文件:一个用于开发,一个用于生产。

我创建了一个 locale.ts 类,它包含一个用于每个变量的函数,我曾经在 environment.ts 中使用过,如下所示:

  private static numberFormatLocaleCache: string;

  /**
   * Number format locale
   */
  static numberFormatLocale(): string {
    if (!this.numberFormatLocaleCache) {
      const currentLang = Locale.getCurrentLang();
      switch (currentLang) {
        case ''de'':
          this.numberFormatLocaleCache = ''de'';
          break;
        default:
          this.numberFormatLocaleCache = ''en'';
      }
    }
    return this.numberFormatLocaleCache;
  }

函数 getCurrentLang() 从当前路径中提取当前语言。对于https://myAppDomain.de/de,它返回''de'';对于 https://myAppDomain.de/en,它返回 ''en''。这是它的实现:

  /**
   * Delivers the current lang.
   * @return language,e.g. ''en''
   */
  static getCurrentLang(): string | undefined {
    const path = window.location.pathname.replace(window.location.href,'''');
    const parts = path.split(''/'');
    if (parts.length < 2)
      // The path does not contain a language code
      return undefined;
    const currentLang = return parts[1];
    return currentLang;
  }

注意:我首先尝试使用 Angular 模块来确定当前路径,例如this.router.url 来自 import { Router } from ''@angular/router'';。 但是,如果调用组件不是当前的 <router-outlet>,则这些都不能正常工作。例如,如果 Locale 类不是搜索组件的一部分,我会得到 https://myAppDomain.de/de/search 而不是 https://myAppDomain.de/de。

Angular environment.ts问题JSON但是environment.prod.ts

Angular environment.ts问题JSON但是environment.prod.ts

在这里您可以看到错误。 现在,在控制台中将其标记,但不在文件中标记。

enter image description here

关于AWS EB EnvironmentHealth 监控组件aws监控服务的介绍现已完结,谢谢您的耐心阅读,如果想了解更多关于41889 - Application Development in the iOS Environment、@ ng-toolkit / serverless错误消息:文件(./src/environments/environment.prod.ts)不存在、Angular 12:如何为每种语言使用单独的 environment.ts 文件(例如 environment.en.ts、environment.de.ts)?、Angular environment.ts问题JSON但是environment.prod.ts的相关知识,请在本站寻找。

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