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  • in javascript whay use " var that = this "

    - by tarek11011
    hi i am new with javascript What is the benefit of using this line var that = this An example function Person( firstname, lastname, age ) { this.firstname = firstname; this.lastname = lastname; this.age = age; getfullname = function() { return firstname + “ “ + lastname; }; var that = this; this.sayHi = function() { document.write( “Hi my name is “ + getfullname() + “ and I am “ + that.age + “years old.”); }; } thanks

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  • in javascript why use " var that = this "

    - by tarek11011
    hi i am new with javascript What is the benefit of using this line var that = this An example function Person( firstname, lastname, age ) { this.firstname = firstname; this.lastname = lastname; this.age = age; getfullname = function() { return firstname + “ “ + lastname; }; var that = this; this.sayHi = function() { document.write( “Hi my name is “ + getfullname() + “ and I am “ + that.age + “years old.”); }; } thanks

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  • SQLServer:Namespaces preventing access to query data

    - by Brian
    Hi A beginners question, hopefully easily answered. I've got an xml file I want to load into SQLServer 2008 and extract the useful informaiton. I'm starting simple and just trying to extract the name (\gpx\name). The code I have is: DECLARE @x xml; SELECT @x = xCol.BulkColumn FROM OPENROWSET (BULK 'C:\Data\EM.gpx', SINGLE_BLOB) AS xCol; -- confirm the xml data is in @x select @x as XML_Data -- try and get the name of the gpx section SELECT c.value('name[1]', 'varchar(200)') as Name from @x.nodes('gpx') x(c) Below is a heavily shortened version of the xml file: <?xml version="1.0" encoding="utf-8"?> <gpx xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" version="1.0" creator="Groundspeak Pocket Query" xsi:schemaLocation="http://www.topografix.com/GPX/1/0 http://www.topografix.com/GPX/1/0/gpx.xsd http://www.groundspeak.com/cache/1/0 http://www.groundspeak.com/cache/1/0/cache.xsd" xmlns="http://www.topografix.com/GPX/1/0"> <name>EM</name> <desc>Geocache file generated by Groundspeak</desc> <author>Groundspeak</author> <email>[email protected]</email> <time>2010-03-24T14:01:36.4931342Z</time> <keywords>cache, geocache, groundspeak</keywords> <wpt lat="51.2586" lon="-2.213067"> <time>2008-03-30T07:00:00Z</time> <name>GC1APHM</name> <desc>Sandman's Noble Hoard by Sandman1973, Unknown Cache (2/3)</desc> <groundspeak:cache id="832000" available="True" archived="False" xmlns:groundspeak="http://www.groundspeak.com/cache/1/0"> <groundspeak:name>Sandman's Noble Hoard</groundspeak:name> <groundspeak:placed_by>Sandman1973</groundspeak:placed_by> </groundspeak:cache> </wpt> </gpx> If the first two lines are replaced with just: <gpx> the above example works correctly, however I then can't access groundspeak:name (/gpx/wpt/groundspeak:cache/groundspeak:name), so my guess its a problem with the namespace. Any help would be appriciated.

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  • Need help with Zend Framework dynamic Namespaces

    - by Marcus Sjölin
    I want to make my system redirect unknown requests such as www.address.com/a_company to the adress www.address.com/companies/company/ and display the company a_company if it exists in the database, otherwise throw the user to a 404 not found page. So in detail, I want to make namespace that is as the first example dynamically, if the company exist in the database, I have no problem connecting to the database and retrieving information or finding a way to parse a company name, I just need help how to make my system check and run a function every time the address doesn't exist and show the second page (/companies/company/).. I am using an Acl as well, but I think it should be fine if the page is /companies/company and then possibly add /?c=a_company or similar. Thank you. /Marcus

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  • Scope quandary with namespaces, function templates, and static data

    - by Adrian McCarthy
    This scoping problem seems like the type of C++ quandary that Scott Meyers would have addressed in one of his Effective C++ books. I have a function, Analyze, that does some analysis on a range of data. The function is called from a few places with different types of iterators, so I have made it a template (and thus implemented it in a header file). The function depends on a static table of data, AnalysisTable, that I don't want to expose to the rest of the code. My first approach was to make the table a static const inside Analysis. namespace MyNamespace { template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { static const int AnalysisTable[] = { /* data */ }; ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace It appears that the compiler creates a copy of AnalysisTable for each instantiation of Analyze, which is wasteful of space (and, to a small degree, time). So I moved the table outside the function like this: namespace MyNamespace { const int AnalysisTable[] = { /* data */ }; template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace There's only one copy of the table now, but it's exposed to the rest of the code. I'd rather keep this implementation detail hidden, so I introduced an unnamed namespace: namespace MyNamespace { namespace { // unnamed to hide AnalysisTable const int AnalysisTable[] = { /* data */ }; } // unnamed namespace template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace But now I again have multiple copies of the table, because each compilation unit that includes this header file gets its own. If Analyze weren't a template, I could move all the implementation detail out of the header file. But it is a template, so I seem stuck. My next attempt was to put the table in the implementation file and to make an extern declaration within Analyze. // foo.h ------ namespace MyNamespace { template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { extern const int AnalysisTable[]; ... // implementation uses AnalysisTable return result; } } // namespace MyNamespace // foo.cpp ------ #include "foo.h" namespace MyNamespace { const int AnalysisTable[] = { /* data */ }; } This looks like it should work, and--indeed--the compiler is satisfied. The linker, however, complains, "unresolved external symbol AnalysisTable." Drat! (Can someone explain what I'm missing here?) The only thing I could think of was to give the inner namespace a name, declare the table in the header, and provide the actual data in an implementation file: // foo.h ----- namespace MyNamespace { namespace PrivateStuff { extern const int AnalysisTable[]; } // unnamed namespace template <typename InputIterator> int Analyze(InputIterator begin, InputIterator end) { ... // implementation uses PrivateStuff::AnalysisTable return result; } } // namespace MyNamespace // foo.cpp ----- #include "foo.h" namespace MyNamespace { namespace PrivateStuff { const int AnalysisTable[] = { /* data */ }; } } Once again, I have exactly one instance of AnalysisTable (yay!), but other parts of the program can access it (boo!). The inner namespace makes it a little clearer that they shouldn't, but it's still possible. Is it possible to have one instance of the table and to move the table beyond the reach of everything but Analyze?

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  • Licensing a JavaScript library

    - by Kendall Frey
    I am developing a free, open-source (duh) JavaScript library, and wondering how to license it. I was considering the GNU GPL, but I heard that I must distribute the license with the software, and I'm not sure anymore. I would like the library to be available much like jQuery: In a free, downloadable script, preferably in either original or minified form. Am I mistaken about the GNU GPL license terms? jQuery is dual licensed under GNU GPL or MIT licenses. How does the GPL apply to single script files like that? Can I license my library with nothing more than a few sentences in the script file? Is there another license that better suits my needs? What would be nice is a license that allows you to put the URL in the source, for people to read if they want. I don't know that many do, unless I am mistaken. I am generally looking to release the library as free software like the GPL specifies, but don't want to have to force licensees to download the full license unless they wish to read it.

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  • Will Google treat this JavaScript code as a bad practice?

    - by Mathew Foscarini
    I have a website that provides a custom UX experience implemented via JavaScript. When JavaScript is disabled in the browser the website falls back to CSS for the layout. To make this possible I've added a noJS class to the <body> and quickly remove it via JavaScript. <body class="noJS layout-wide"> <script type="text/javascript">var b=document.getElementById("body");b.className=b.className.replace("noJS","");</script> This caused a problem when the page loads and JavaScript is enabled. The body immediately has it's noJS class removed, and this causes the layout to appear messed up until the JavaScript code for layout is executed (at bottom of the page). To solve this I hide each article via JavaScript by adding a CSS class fix which is display:none as each article is loaded. <article id="q-3217">....</article> <script type="text/javascript">var b=document.getElementById("q-3217");b.className=b.className+" fix";</script> After the page is ready I show all the articles in the correct layout. I've read many times in Google's documentation not to hide content. So I'm worried that the Google will penalize my website for doing this.

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • Designing javascript chart library

    - by coolscitist
    I started coding a chart library on top of d3js: My chart library. I read Javascript API reusability and Towards reusable charts. However, I am NOT really following the suggestions because I am not really convinced about them. This is how my library can be used to create a bubble chart: var chart = new XYBubbleChart(); chart.data = [{"xValue":200,"yValue":300},{"xValue":400,"yValue":200},{"xValue":100,"yValue":310}]; //set data chart.dataKey.x = "xValue"; chart.dataKey.y = "yValue"; chart.elementId = "#chart"; chart.createChart(); Here are my questions: It does not use chaining. Is it a big issue? Every property and function is exposed publicly. (Example: width, height are exposed in Chart.js). OOP is all about abstraction and hiding, but I don't really see the point right now. I think exposing everything gives flexibility to change property and functionality inside subclasses and objects without writing a lot of code. What could be pitfalls of such exposure? I have implemented functions like: zooming, "showing info boxes when data point is clicked" as "abilities". (example: XYZoomingAbility.js). Basically, such "abilities" accept "chart" object, play around with public variables of "chart" to add functionality. What this allows me to do is to add an ability by writing: activateZoomAbility(chartObject); My goal is to separate "visualization" from "interactivity". I want "interactivity" like: zooming to be plugged into the chart rather than built inside the chart. Like, I don't want my bubble chart to know anything about "zooming". However, I do want zoomable bubble chart. What is the best way to do this? How to test and what to test? I have written mixed tests: jasmine and actual html files so that I can test manually on browser.

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  • Semi Fixed-timestep ported to javascript

    - by abernier
    In Gaffer's "Fix Your Timestep!" article, the author explains how to free your physics' loop from the paint one. Here is the final code, written in C: double t = 0.0; const double dt = 0.01; double currentTime = hires_time_in_seconds(); double accumulator = 0.0; State previous; State current; while ( !quit ) { double newTime = time(); double frameTime = newTime - currentTime; if ( frameTime > 0.25 ) frameTime = 0.25; // note: max frame time to avoid spiral of death currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { previousState = currentState; integrate( currentState, t, dt ); t += dt; accumulator -= dt; } const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); } I'm trying to implement this in JavaScript but I'm quite confused about the second while loop... Here is what I have for now (simplified): ... (function animLoop(){ ... while (accumulator >= dt) { // While? In a requestAnimation loop? Maybe if? ... } ... // render requestAnimationFrame(animLoop); // stand for the 1st while loop [OK] }()) As you can see, I'm not sure about the while loop inside the requestAnimation one... I thought replacing it with a if but I'm not sure it will be equivalent... Maybe some can help me.

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  • WCF contracts - namespaces and SerializationExceptions

    - by qntmfred
    I am using a third party web service that offers the following calls and responses http://api.athirdparty.com/rest/foo?apikey=1234 <response> <foo>this is a foo</foo> </response> and http://api.athirdparty.com/rest/bar?apikey=1234 <response> <bar>this is a bar</bar> </response> This is the contract and supporting types I wrote [ServiceContract] [XmlSerializerFormat] public interface IFooBarService { [OperationContract] [WebGet( BodyStyle = WebMessageBodyStyle.Bare, ResponseFormat = WebMessageFormat.Xml, UriTemplate = "foo?key={apikey}")] FooResponse GetFoo(string apikey); [OperationContract] [WebGet( BodyStyle = WebMessageBodyStyle.Bare, ResponseFormat = WebMessageFormat.Xml, UriTemplate = "bar?key={apikey}")] BarResponse GetBar(string apikey); } [XmlRoot("response")] public class FooResponse { [XmlElement("foo")] public string Foo { get; set; } } [XmlRoot("response")] public class BarResponse { [XmlElement("bar")] public string Bar { get; set; } } and then my client looks like this static void Main(string[] args) { using (WebChannelFactory<IFooBarService> cf = new WebChannelFactory<IFooBarService>("thirdparty")) { var channel = cf.CreateChannel(); FooResponse result = channel.GetFoo("1234"); } } When I run this I get the following exception Unable to deserialize XML body with root name 'response' and root namespace '' (for operation 'GetFoo' and contract ('IFooBarService', 'http://tempuri.org/')) using XmlSerializer. Ensure that the type corresponding to the XML is added to the known types collection of the service. If I comment out the GetBar operation from IFooBarService, it works fine. I know I'm missing an important concept here - just don't know quite what to look for. What is the proper way to construct my contract types, so that they can be properly deserialized?

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  • Lightweight, dynamic, fully JavaScript web UI library recommendations

    - by Matt Greer
    I am looking for recommendations for a lightweight, dynamic, fully JavaScript UI library for websites. Doesn't have to be amazing visually, the end result is for simple demos I create. What I want can be summed up as "Ext-like, but not GPL'ed, and a much smaller footprint". I want to be able to construct UIs dynamically and fully through code. My need for this is currently driven by this particle designer. Depending on what query parameters you give it, the UI components change, example 1, example2. Currently this is written in Ext, but Ext's license and footprint are turn offs for me. I like UKI a lot, but it's not very good for dynamically building UIs since everything is absolutely positioned. Extending Uki to support that is something I am considering. Ideally the library would let me make UIs with a pattern along the lines of: var container = new SomeUI.Container(); container.add(new SomeUI.Label('Color Components')); container.add(new SomeUI.NumberField('R')); container.add(new SomeUI.NumberField('G')); container.add(new SomeUI.NumberField('B')); container.add(new SomeUI.CheckBox('Enable Alpha')); container.renderTo(someDiv);

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  • Ruby on rails model and controllers inside of different namespaces

    - by Nelson LaQuet
    OK. This is insane. I'm new to RoR and I really want to get into it as everything about it that I have seen so far makes it more appealing to the type of work that I do. However, I can't seem to accomplish a very simple thing with RoR. I want these controlers: /admin/blog/entries (index/show/edit/delete) /admin/blog/categories (index/show/edit/delete) /admin/blog/comments (index/show/edit/delete) ... and so on And these models: Blog::Entry (table: blog_entries) Blog::Category (table: blog_categories) Blog::Comments (table: blog_comments) ... and so on Now, I have already gone though quite a bit of misery to make this work. My first attempt was with generating scaffolding (I'm using 2.2.2). I generated my scaffolding, but had to move my model, then fix the references to the model in my controller (see http://stackoverflow.com/questions/903258/ruby-on-rails-model-inside-namespace-cant-be-found-in-controller). That is already a big of a pain, but hey, I got it to work. Now though form_for won't work and I cannot figure out how to use the url helpers (I have no idea what these are called... they are the automatically generated methods that return URLs to controllers associated with a model). I cannot figure out what their name is. My model is Blog::Entries. I have tried to mess with the route.rb's map's resource method, but no luck. When I attempt to use form_for with my model, I get this error undefined method `blog_entries_path' for #<ActionView::Base:0xb6848080> Now. This is really quite frustrating. I am not going to completely destroy my code's organization in order to use this framework, and if I cannot figure out how to accomplish this simple task (I have been researching this for at least 5 hours) then I simply cannot continue. Are there any ideas on how to accomplish this? Thanks EDIT Here are my routes: admin_blog_entries GET /admin_blog_entries {:controller=>"admin_blog_entries", :action=>"index"} formatted_admin_blog_entries GET /admin_blog_entries.:format {:controller=>"admin_blog_entries", :action=>"index"} POST /admin_blog_entries {:controller=>"admin_blog_entries", :action=>"create"} POST /admin_blog_entries.:format {:controller=>"admin_blog_entries", :action=>"create"} new_admin_blog_entry GET /admin_blog_entries/new {:controller=>"admin_blog_entries", :action=>"new"} formatted_new_admin_blog_entry GET /admin_blog_entries/new.:format {:controller=>"admin_blog_entries", :action=>"new"} edit_admin_blog_entry GET /admin_blog_entries/:id/edit {:controller=>"admin_blog_entries", :action=>"edit"} formatted_edit_admin_blog_entry GET /admin_blog_entries/:id/edit.:format {:controller=>"admin_blog_entries", :action=>"edit"} admin_blog_entry GET /admin_blog_entries/:id {:controller=>"admin_blog_entries", :action=>"show"} formatted_admin_blog_entry GET /admin_blog_entries/:id.:format {:controller=>"admin_blog_entries", :action=>"show"} PUT /admin_blog_entries/:id {:controller=>"admin_blog_entries", :action=>"update"} PUT /admin_blog_entries/:id.:format {:controller=>"admin_blog_entries", :action=>"update"} DELETE /admin_blog_entries/:id {:controller=>"admin_blog_entries", :action=>"destroy"} DELE

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  • Isometric Movement in Javascript In the DOM

    - by deep
    I am creating a game using Javascript. I am not using the HTML5 Canvas Element. The game requires both side view controlles, and Isometric controls, hence the movementMode variable. I have got the specific angles, but I am stuck on an aspect of this. https://chillibyte.makes.org/thimble/movement function draw() { if (keyPressed) { if (whichKey == keys.left) { move(-1,0) } if (whichKey == keys.right) { move(1,0) } if (whichKey == keys.up) { move(0,-1) } if (whichKey == keys.down) { move(0,1) } } } This gives normal up, down , left, and right. i want to refactor this so that i can plugin two variables into the move() function, which will give the movement wanted. Now for the trig. /| / | / | y / | /a___| x Take This Right angled Triangle. given that x is 1, y must be equal to tan(a) That Seems right. However, when I do Math.tan(45), i get a number similar to 1.601. Why? To Sum up this question. I have a function, and i need a function which will converts an angle to a value, which will tell me the number of pixels that i need to go up by, if i only go across 1. Is it Math.tan that i want? or is it something else?

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  • Duplication of code (backend and javascript - knockout)

    - by Michal B.
    We have a new developer in our team. He seems a smart guy (he just came in so I cannot really judge). He started with implementing some small enhancements in the project (MVC3 web application using javascript - jquery and knockout). Let's say we have two values: A - quite complex calculation C - constant B = A + C On the screen there is value B and user can change it (normal texbox). When B changes, A changes as well because C is constant. So there is linear dependency between A and B. Now, all the calculations are done in the backend, but we need to recalculate A as user changes B (in js, I would use knockout). I thought about storing old A and B and when B changes by 10 then we know that new A will be old A + 10. He says this is dirty, because it's duplication of code (we make use of the fact that they are dependent and according to him that should be only in one place in our app). I understand it's not ideal, but making AJAX request after every key press seems a bit too much. It's a really small thing and I would not post if we haven't had long discussion about it. How do you deal with such problems? Also I can imagine that using knockout implies lots of calculations on the client side, which very often leads to duplication of the same calculations from the backend. Does anyone have links to some articles/thoughts on this topic?

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  • Where to put constant strings in C++: static class members or anonymous namespaces

    - by stone
    I need to define some constant strings that will be used only by one class. It looks like I have three options: Embed the strings directly into locations where they are used. Define them as private static constant members of the class: //A.h class A { private: static const std::string f1; static const std::string f2; static const std::string f3; }; //A.cpp const std::string f1 = "filename1"; const std::string f2 = "filename2"; const std::string f3 = "filename3"; //strings are used in this file Define them in an anonymous namespace in the cpp file: //A.cpp namespace { const std::string f1 = "filename1"; const std::string f2 = "filename2"; const std::string f3 = "filename3"; } //strings are used in this file Given these options, which one would you recommend and why? Thanks.

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  • When should clojure keywords be in namespaces?

    - by Rob
    In clojure, keywords evaluate to themselves, e.g.: >>:test :test They don't take any parameters, and they aren't bound to anything. Why then, would we need to qualify keywords in a namespace? I know that creating isa hierachies using derive requires namespace qualified keywords. Are there any other cases where there is a clear need for keywords to be in a namespace?

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  • New "delay" keyword for JavaScript

    - by Van Coding
    I had a great idea for a new javascript keyword "delay", but I don't know what I can do to bring it to the new specification. Also I want to know what you guys think about it and if it's even realistic. What does the delay keyword ? The delay keyword does nothing more than stop the execution of the current stack and immediately continues to the next "job" in the queue. But that's not all! Instead of discarding the stack, it adds it to the end of the queue. After all "jobs" before it are done, the stack continues to execute. What is it good for? delay could help make blocking code non-blocking while it still looks like synchronous code. A short example: setTimeout(function(){ console.log("two"); },0); console.log("one"); delay; //since there is currently another task in the queue, do this task first before continuing console.log("three"); //Outputs: one, two, three This simple keyword would allow us to create a synchronous-looking code wich is asynchronous behind the scenes. Using node.js modules, for example, would no longer be impossible to use in the browser without trickery. There would be so many possibilites with such a keyword! Is this pattern useful? What can I do to bring this into the new ECMAscript specification? Note: I asked this previously on Stack Overflow, where it was closed.

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  • Namespaces and deserialization issue

    - by CaffGeek
    UPDATE: You can run the code at the end of this to recreate and see the error I am having and hopefully solve it! UPDATE2: It's not the removal of the xmlns="" that's the issue... as you can remove it from the initial xml string. The problem is with the [XmlType(TypeName = "Systems")] somehow causing it to be added... UPDATE3: Turns out the problem is in here, I need to set the TypeName based on what is in the existing, XmlTypeAttribute if it already exists on the class.... xmlAttributes.XmlType = new XmlTypeAttribute { Namespace = "" }; I get the following XML as a string from a webservice <Systems xmlns=""> <System id="1"> <sys_name>ALL</sys_name> </System> <System id="2"> <sys_name>asdfasdf</sys_name> </System> <System id="3"> <sys_name>fasdfasf</sys_name> </System> <System id="4"> <sys_name>asdfasdfasdf</sys_name> </System> </Systems> I then execute this, to convert it to an object result = XElement.Parse(xmlResult.OuterXml).Deserialize<AwayRequestSystems>(); Strangely though, in the Deserialize method, while the RemoveAllNamespaces works and returns the xml without the namespace I get the error <Systems xmlns=''> was not expected. in the catch when return (T) serializer.Deserialize(reader); executes! Why is it doing this? The xmlns is GONE!!! EXECUTABLE CODE! (Just put it in a test project) using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Xml; using System.Xml.Linq; using Microsoft.VisualStudio.TestTools.UnitTesting; using System.Xml.Serialization; namespace DeserializationTest { [TestClass] public class UnitTest1 { public TestContext TestContext { get; set; } [TestMethod] public void RemoveXmlnsFromSystems() { var xml = XElement.Parse(@"<Systems xmlns=""""> <System id=""1""> <sys_name>ALL</sys_name> </System> <System id=""2""> <sys_name>ePO</sys_name> </System> <System id=""3""> <sys_name>iEFT</sys_name> </System> <System id=""4""> <sys_name>Away Requests</sys_name> </System> <System id=""5""> <sys_name>RP3</sys_name> </System> </Systems>"); var systems = xml.Deserialize<AwayRequestSystems>(); Assert.IsInstanceOfType(systems, typeof(AwayRequestSystems)); var xmlnsFree = xml.RemoveAllNamespaces(); var str = xmlnsFree.ToString(); Debug.WriteLine(str); Assert.AreNotEqual("Error", xmlnsFree.Name.ToString(), "Serialization Error"); Assert.IsFalse(str.Contains("xmlns"), "Xmlns still exists"); } } [XmlType(TypeName = "Systems")] public class AwayRequestSystems : List<AwayRequestSystem> { } [XmlType(TypeName = "System")] public class AwayRequestSystem { [XmlAttribute("id")] public int ID { get; set; } [XmlElement("sys_name")] public string Name { get; set; } } public static class XmlSerializerFactory { private static Dictionary<Type, XmlSerializer> _serializers = new Dictionary<Type, XmlSerializer>(); public static void ResetCache() { _serializers = new Dictionary<Type, XmlSerializer>(); } public static XmlSerializer GetSerializerFor(Type typeOfT) { if (!_serializers.ContainsKey(typeOfT)) { var xmlAttributes = new XmlAttributes(); var xmlAttributeOverrides = new XmlAttributeOverrides(); Debug.WriteLine(string.Format("XmlSerializerFactory.GetSerializerFor(typeof({0}));", typeOfT)); xmlAttributes.XmlType = new XmlTypeAttribute { Namespace = "" }; xmlAttributes.Xmlns = false; var types = new List<Type> { typeOfT, typeOfT.BaseType }; foreach (var property in typeOfT.GetProperties()) { types.Add(property.PropertyType); } types.RemoveAll(t => t.ToString().StartsWith("System.")); foreach (var type in types) { if (xmlAttributeOverrides[type] == null) xmlAttributeOverrides.Add(type, xmlAttributes); } var newSerializer = new XmlSerializer(typeOfT, xmlAttributeOverrides); //var newSerializer = new XmlSerializer(typeOfT, xmlAttributeOverrides, types.ToArray(), new XmlRootAttribute(), string.Empty); //var newSerializer = new XmlSerializer(typeOfT, string.Empty); _serializers.Add(typeOfT, newSerializer); } return _serializers[typeOfT]; } } public static class XElementExtensions { public static XElement RemoveAllNamespaces(this XElement source) { if (source.HasAttributes) source.Attributes().Where(a => a.Name.LocalName.Equals("xmlns")).Remove(); return source.HasElements ? new XElement(source.Name.LocalName, source.Attributes()/*.Where(a => !a.Name.LocalName.Equals("xmlns"))*/, source.Elements().Select(el => RemoveAllNamespaces(el)) ) : new XElement(source.Name.LocalName) { Value = source.Value }; } } public static class SerializationExtensions { public static XElement Serialize(this object source) { try { var serializer = XmlSerializerFactory.GetSerializerFor(source.GetType()); var xdoc = new XDocument(); using (var writer = xdoc.CreateWriter()) { serializer.Serialize(writer, source, new XmlSerializerNamespaces(new[] { new XmlQualifiedName("", "") })); } var result = (xdoc.Document != null) ? xdoc.Document.Root : new XElement("Error", "Document Missing"); return result.RemoveAllNamespaces(); } catch (Exception x) { return new XElement("Error", x.ToString()); } } public static T Deserialize<T>(this XElement source) where T : class { //try //{ var serializer = XmlSerializerFactory.GetSerializerFor(typeof(T)); var cleanxml = source.RemoveAllNamespaces(); var reader = cleanxml.CreateReader(); return (T)serializer.Deserialize(reader); //} //catch (Exception x) //{ // return null; //} } } }

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  • Javascript Canvas Drawing Efficiency

    - by jujumbura
    I have just recently started some experiments with game development in Javascript/HTML5, and so far it has been going pretty well. I have a simple test scene running with some basic input handling, and a hundred-ish drawImage() calls with a few transforms. This all runs great on Chrome, but unfortunately, it already chugs on Firefox. I am using a very large canvas ( 1920 x 1080 ), but it doesn't seem like I should be hitting my limit already. So on that note, I was hoping to ask a few questions: 1) What exactly is done on the CPU vs. the GPU in terms of canvas and drawImage()? I'm afraid the answer is probably "it depends on the browser", but can anybody give me some rules of thumb? I naively imagined that each drawImage call results in a textured quad on the GPU with the canvas effectively being a render target, but I'm wondering if I'm pretty far off base there... 2) I have seen posts here and there with people saying not to use the translate(), rotate(), scale() functions when drawing on the canvas. Am I adding a lot of overhead just by adding a translate() call, as opposed to passing in the x,y to drawImage()? Some people suggest using "transate3d", etc., which are CSS properties, but I'm not sure how to use them within a scene. Can they be used for animated sprites within a single canvas? 3) I have also seen a lot of posts with people mentioning that pre-building canvases and then re-using them is a lot faster than issuing all the individual draw calls again. I am guessing that my background should definitely be pre-built into a canvas, but how far should I take this? Should I maintain an individual canvas for each sprite, to cache all static image data when not animating? Thank you much for your advice!

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  • Javascript MVC in principle

    - by Michael
    Suppose I want to implement MVC in JavaScript. I am not asking about MVC frameworks. I am asking how to build it in principle. Let's consider a search page of an e-commerce site, which works s follows: User chooses a product and its attributes and press a "search" button. Application sends the search request to the server, receives a list of products. Application displays the list in the web page. I think the Model holds a Query and list of Product objects and "publishes" such events as "query updated", "list of products updated", etc. The Model is not aware of DOM and server, or course. View holds the entire DOM tree and "subscribes" to the Model events to update the DOM. Besides, it "publishes" such events as "user chose a product", "user pressed the search button" etc. Controller does not hold any data. It "subscribes" to the View events, calls the server and updates the Model. Does it make sense?

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  • Unable to debug an encodded javascript?

    - by miles away
    I’m having some problems debugging an encoded javacscript. This script I’m referring to given in this link over here. The encoding here is simple and it works by shifting the unicodes values to whatever Codekey was use during encoding. The code that does the decoding is given here in plain English below:- <script language="javascript"> function dF(s){ var s1=unescape(s.substr(0,s.length-1)); var t=''; for(i=0;i<s1.length;i++)t+=String.fromCharCode(s1.charCodeAt(i)-s.substr(s.length-1,1)); document.write(unescape(t)); } </script> I’m interested in knowing or understanding the values (e.g s1,t). Like for example when the value of i=0 what values would the following attributes / method would hold s1.charCodeAt(i) and s.substr(s.length-1,1) The reason I’m doing this is to understand as to how a CodeKey function really works. I don’t see anything in the code above which tells it to decode on the basis of codekey value. The only thing I can point in the encoding text is the last character which is set to 1 , 2 ,3 or 4 depending upon the codekey selected during encoding process. One can verify using the link I have given above. However, to debug, I’m using firebug addon with the script running as localhost on my wamp server. I’m able to put a breakpoint on the js using firebug but I’m unable to retrieve any of the user defined parameters or functions I mentioned above. I want to know under this context what would be best way to debug this encoded js.

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  • What should I "forget" when going to Javascript?

    - by ElGringoGrande
    I went from C=64 Basic and assembler to FORTRAN and C to C++ and Java. Professionally I started in Visual Basic for applications then to Visual Basic 4, 5, 6. After that VB.NET AND C# with some Java here and there. I have played with Ruby and Python and found both fun. During each step I never felt like I had to forget what I had learned before. I always felt like I was just learning better and/or slightly different ways of doing things but the difference was not major. The difference was like the difference between American, Australian and British English. (Maybe assembler was Latin and FORTRAN was Spanish.) But now I am using JavaScript to do real, actual work. (Before used it as a "Scripting" language pure a simple.) And I just feel like I have to forget some things to become proficient in it. It feels like some old Egyptian language. What should I forget? Is it just that code organization is different (no real classes so no one class one file)? Or is it something more basic?

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  • JavaScript and callback nesting

    - by Jake King
    A lot of JavaScript libraries (notably jQuery) use chaining, which allows the reduction of this: var foo = $(".foo"); foo.stop(); foo.show(); foo.animate({ top: 0 }); to this: $(".foo").stop().show().animate({ top: 0 }); With proper formatting, I think this is quite a nice syntactic capability. However, I often see a pattern which I don't particularly like, but appears to be a necessary evil in non-blocking models. This is the ever-present nesting of callback functions: $(".foo").animate({ top: 0, }, { callback: function () { $.ajax({ url: 'ajax.php', }, { callback: function () { ... } }); } }); And it never ends. Even though I love the ease non-blocking models provide, I hate the odd nesting of function literals it forces upon the programmer. I'm interesting in writing a small JS library as an exercise, and I'd love to find a better way to do this, but I don't know how it could be done without feeling hacky. Are there any projects out there that have resolved this problem before? And if not, what are the alternatives to this ugly, meaningless code structure?

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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