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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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  • Invalid Html Response and JS Errors when you open your Application in Visual Studio 2013

    - by imran_ku07
     I was working on an application which uses Telerik controls. The application was working fine for a while. Suddenly, the application stopped working. I mean lot of my application pages becoming very very ugly. I found JavaScript errors on every Browser's console. When I check the page view-source, the generated HTML was messy and invalid. This was only happening with my local machine. If someone else on my network accesses my application pages, he will get the correct HTML and no JavaScript errors. My mind was blowing because the same page was generating invalid HTML(and JavaScript errors) when I access the page using a local browser but generate correct HTML(and no JavaScript errors) when someone else access my application page remotely. Then I realized that I the only change I made last was opening my application in Visual Studio 2013 RTM which I installed few days ago. I closed the Visual Studio 2013, everything work like a charm. Then I became100% sure that this is only happening due to new Visual Studio 2013 feature called Browser Link. I just open the application again and add this in web.config. Everything become fine Happy coding :)   <add key="vs:EnableBrowserLink" value="false" />

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  • Checking whether a specific key was pressed in enchantJS

    - by MxyL
    I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page http://users.csc.calpoly.edu/~foaad/enchant/guide/playerInput.html By default, enchant.js provides input listeners for six buttons: UP, DOWN, LEFT, RIGHT, A, and B. By default, the directions are bound to the arrow keys. Any of the six buttons may also be bound to any key with an ASCII value. We’ll address that later. So enchant provides the ability to bind keys to different input such as up, down, left, right...but how can I simply check whether the D or X key was pressed, and if so, perform certain actions based on that event?

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  • Why is Backbone.js a bad option in the Technology radar 2012 of thoughtworks?

    - by Cfontes
    In the latest Technology Radar 2012 they state that Backbone.js has pushed to far on it's MVC abstraction and say that Knockout.js or Angular.js should be used instead. I cannot get why they think that Backbone.js model is bad, for me it's just a way to create a standard so people can have some kind of roadmap to dev frontend JS without Spaghetti code. Also for me Angular and Knockout solve a different problem, I like both of them but having to code all MVC classes is something I think is kind of a rework. The thing is simple easy extendable and fast to learn, comes with a lot of goodies and is easy to combine with other Frameworks. (see Knockback.js) Can anybody tell me what made it so bad to their eyes ?

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  • Optimization of a Hybrid Pagination Scheme

    - by Kaustubh Karkare
    I'm working on a Web Application using node.js in which I'm building a partial copy of the database on the client-side to decrease the load on my server. Right now, I have a function like this (expressed as python-style pseudocode, but implemented in JavaScript): get(table_name,primary_key): if primary_key in cache[table_name]: return cache[table_name][primary_key] else: x = get_data_from_server(table_name,primary_key) # socket.io return cache[table_name][primary_key] = x While this scheme works perfectly well for caching individual rows, I'd like to extend it to support the creation of paginated tables ordered according to the primary_key, and loading additional data using the above function for only the current and possibly the adjacent pages. Now, I don't want to keep the list of primary keys on the server to be retrieved every time I need to change the page (which, for reasons beyond the scope here, will be very frequent), and keeping it on the client side, subject to real-time create/delete events from the server, doesn't seem that good an idea, even after compression (using ranges, instead of individual values). What is the best way to calculate which items are to be displayed on a random page, minimizing the space requirements & the need for communication with the server?

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • Alternatives to JS in the browser: your experience [closed]

    - by Andrea
    In these days there are many projects whose aim is to bring new languages to the browser by compiling them to JavaScript. Among the others one can mention ClojureScript, CoffeScript, Dart, haXe, Emscripten, Amber Smalltalk. I understand that in part the response to this answer depends on the particular project. But, anyway: Have you tried any of them? Are these tentatives suitable for production sites? Should I want to try one of those, what are the downsides I should carefully evaluate? By the way, I expect the answer to be slightly misleading for CoffeeScript, since its semantics is very close to that of JavaScript, so I guess it should be easier to make it work seamlessly with the existing JavaScript ecosystem.

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  • What are deferred callbacks?

    - by tentimes
    I understand the idea of a callback, where I pass a function into another function and that function then uses the supplied function at will. I am struggling to understand deferred callbacks, even after googling it. Could someone provide a simple explanation please? I program in Ruby, but also know C/C++ a bit, but most of all I was a experienced assembly language programmer. So I am wondering is it a bit like a stack of callback addresses that get pop'd? I am hoping to learn jquery or node.js and these deferred callbacks seem integral to both. I understand basic threading principles (though mutex object makes my head hurt ;)

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  • How to synchronise the acceleration, velocity and position of the monsters on the server with the players?

    - by Nick
    I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = steeringForce / mass; velocity += acceleration * dTime; position += velocity * dTime; Right now I just send the positions over, and tell the players these are the "target positions" of the monsters, and let the monsters move towards the target positions on the client with a speed dependant on the distance of the target position. It works but looks rather strange. How do I synchronise these properly with the players without looking funny to them, taking into account the server lag? The problem is that I don't know how to make use of the correct acceleration/velocity values here; right now they just move directly in a straight line to the target position instead of accelerating/braking there properly. How can I implement such behaviour?

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  • Problem after installing node.js on Debian Lenny

    - by gmunk
    I managed to install node.js successfully on my machine but when invoking make test I get an error message: python tools/test.py --mode=release simple === release test-net-pingpong === Path: simple/test-net-pingpong server listening on 20989 localhost server listening on 20988 undefined Error: EAFNOSUPPORT, Address family not supported by protocol at net:1041:19 at dns:105:7 at EventEmitter._tickCallback (node.js:48:25) at node.js:176:9 I found out that EAFNOSUPPORT means that the OS does not support a particular protocol and a program tries to use it. So from what I can deduce my Debian does not have support for dns? Any help is appreciated!

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  • node.js on CentOS box is at v0.6.18, yum doesn't update or upgrade it. Why?

    - by ariestav
    I'm currently working with a CentOS box that has a version of node installed, when I do: nodejs -v I get v0.6.18 But I noticed on nodejs.org website, that the latest release is 0.8.12, so do: sudo yum update nodejs I get Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * base: centos-mirror.jchost.net * epel: fedora-epel.mirror.lstn.net * extras: centos.mirror.lstn.net * updates: centos.mirror.lstn.net Setting up Update Process No Packages marked for Update What's the deal? Why doesn't yum find the latest version of node? Do I have to download the .tar.gz from nodejs.org and install it that way?

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  • how do I add a texture to a triangle in three.js?

    - by Kae Verens
    I've created a scene which has many cubes, spheres, etc, in it, and have been able to apply textures to those primitives, but when I want to add a texture to a simple triangle, I'm totally lost. Here's the closest I've come to getting it right: var texture=THREE.ImageUtils.loadTexture('/f/3d-images/texture-steel.jpg'); var materialDecalRoof=new THREE.MeshBasicMaterial( { 'map': texture, 'wireframe': false, 'overdraw': true } ); var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(tentX/2+1, tentY, tentZ/2+1)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(-tentX/2-1, tentY, tentZ/2+1)); geometry.faces.push(new THREE.Face4(0, 1, 2, 3)); geometry.faceVertexUvs[0].push([ new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0) ]); geometry.computeFaceNormals(); geometry.computeCentroids(); geometry.computeVertexNormals(); var mesh= new THREE.Mesh( geometry, materialDecalRoof); scene.add(mesh); This does not work. All i get is a flickering triangle (when the scene is moved) where an image should be. To test this, go to https://www.poptents.eu/3dFrame.php, upload an image in the Roof section, and drag the view to see the roof flicker. Does anyone know what I'm doing wrong here?

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  • Static Javascript files not loaded in Express app

    - by Dave Long
    I have an express app that has a bunch of static javascript files that aren't being loaded even though they are registered in my app.js file. Even public scripts (like jQuery: http://ajax.googleapis.com/ajax/libs/jquery/1.6.3/jquery.min.js) aren't processing. I can see the script tags in the generated html, but none of the functionality runs and I can't see the files loading in the web inspector. Here is the code that I have: app.js var express = require('express') var app = module.exports = express.createServer(); // Configuration var port = process.env.PORT || 3000; app.configure(function(){ app.set('views', __dirname + '/views'); app.set('view engine', 'jade'); app.use(express.bodyParser()); app.use(express.methodOverride()); app.use(app.router); app.use(express.static(__dirname + '/public')); }); app.configure('development', function(){ app.use(express.errorHandler({ dumpExceptions: true, showStack: true })); }); app.configure('production', function(){ app.use(express.errorHandler()); }); // Routes app.get('/manage/new', function(req, res){ res.render('manage/new', { title: 'Create a new widget' }); }) app.listen(port); console.log("Express server listening on port %d in %s mode", app.address().port, app.settings.env); /views/manage/layout.jade !!! 5 html(lang="en") head title= title link(rel="stylesheet", href="/stylesheets/demo.css") link(rel="stylesheet", href="/stylesheets/jquery.qtip.css") script(type="text/javascript", href="http://ajax.googleapis.com/ajax/libs/jquery/1.6.3/jquery.min.js") body!= body script(type="text/javascript", href="/javascripts/jquery.formalize.js") script(type="text/javascript", href="/javascripts/jquery.form.js") script(type="text/javascript", href="/javascripts/jquery.qtip.js") script(type="text/javascript", href="/javascripts/formToWizard.js") script(type="text/javascript", href="/javascripts/widget.js") /views/manage/new.jade h1= title div(style="float:left;") form(action="/manage/generate", method="post", enctype="multipart/form-data", name="create-widget") .errors fieldset legend Band / Album Information fieldset legend Social Networks fieldset legend Download All of my javascript files are stored in /public/javascripts and all of my static CSS files are being served up just fine. I'm not sure what I've done wrong.

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  • how to convert a 2d path to a 3d shape in Three.js?

    - by VirtualWorld
    i need to have the 3d of this: http://jsfiddle.net/dAdKm/ but when i use this code: var shape = new THREE.Shape(); shape.moveTo(20,20); shape.bezierCurveTo(20, 100, 150, 100, 150, 20); shape.moveTo(20,20); shape.lineTo(20, 100); shape.lineTo(150, 100); shape.lineTo(150, 20); var shape3d = shape.extrude(extrudeSettings); var shapePoints = shape.createPointsGeometry(); var shapeSpacedPoints = shape.createSpacedPointsGeometry(); var material = new THREE.MeshBasicMaterial({ color: 0x0000ff }); var shapeMesh = new THREE.Mesh(shape3d, material); the result is not same as 2d context result, why? what is the problem?

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  • asynchronous .js file loading syntax

    - by taber
    Hi, I noticed that there seems to be a couple of slightly different syntaxes for loading js files asynchronously, and I was wondering if there's any difference between the two, or if they both pretty much function the same. I'm guessing they work the same, but just wanted to make sure one method isn't better than the other for some reason. :) Method One (function() { var d=document, h=d.getElementsByTagName('head')[0], s=d.createElement('script'); s.type='text/javascript'; s.src='/js/myfile.js'; h.appendChild(s); })(); /* note ending parenthesis and curly brace */ Method Two (Saw this in Facebook's code) (function() { var d=document, h=d.getElementsByTagName('head')[0], s=d.createElement('script'); s.type='text/javascript'; s.async=true; s.src='/js/myfile.js'; h.appendChild(s); }()); /* note ending parenthesis and curly brace */

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  • Node.js mongoose: how to use the .in and .sort methods of a query?

    - by Chris
    Hi there, I'm trying to wrap my head around mongoose, but I'm having a hard time finding any kind of documentation for some of the more advanced query options, specifically the .in and .sort methods. What's the syntax for sorting, for example, a Person by age? db.model("Person").find().sort(???).all(function(people) { }); Then, let's say I want to find a Movie based on a genre, where a Movie can have many genres (in this case, an array of strings). Presumably, I'd use the .in function to accomplish that, but I'm not sure what the syntax would be. Or perhaps I don't have to use the .in method at all...? Either way, I'm lost. db.model("Movie").find().in(???).all(function(movies) { }); Anyone have any ideas? Or even better, a link to some comprehensive documentation? Thanks! Chris

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  • What is the point/purpose of Ruby EventMachine, Python Twisted, or JavaScript Node.js?

    - by CCw
    I don't understand what problem these frameworks solve. Are they replacements for a HTTP server like Apache HTTPD, Tomcat, Mongrel, etc? Or are they more? Why might I use them... some real world examples? I've seen endless examples of chat rooms and broadcast services, but don't see how this is any different than, for instance, setting up a Java program to open sockets and dispatch a thread for each request. I think I understand the non-blocking I/O, but I don't understand how that is any different than a multi-threaded web server.

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  • whats faster, more efficient, loading a js file with arrays or populating arrays from tables

    - by Leigh
    I am rebuilding an ecom site where the product data is stored in a multidimensional JS array that gets loaded on page load. This data is constantly being accessed with JS due to the nature of the site, to update prices based on user selections. There are many options that affect final price. From a programming standpoint, a DB table is much easier to maintain and update than are JS arrays, and since I am porting the site over to PHP and MYSQL, I have been considering moving these arrays into tables. So, would it be better to populate an array from the DB on load so that the pricing data is always available to the JS, or stay with hard coded JS files? I considered getting data via ajax as needed, but since this site has to constantly update pricing with user interaction, I have pretty much ruled that out. How would you handle it?

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  • JavaScript: How can I delay running some JS code until my JS file downloaded?

    - by Henryh
    I have the following code: <script type="text/javascript"> function addScript(url) { var script = document.createElement('script'); script.src = url; document.getElementsByTagName('head')[0].appendChild(script); } addScript('http://example.com/One.js'); addScript('http://example.com/Two.js'); addScript('http://example.com/Three.js'); addScript('http://example.com/Four.js'); ... // run code below this point once Two.js has been downloaded and excuted </script> How can I detect when one of my JavaScript files has been downloaded and executed so that I can use it?

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  • Can't require local CoffeeScript modules

    - by superlukas
    I'm running Node.js 0.10.21. I tried both CoffeeScript 1.6.3 and master both with and without require('coffee-script/extensions'). Compiling the two files to JavaScript and running them directly in Node works just fine of course. # ./folder/a.coffee require('../b').test() # ./b.coffee exports.test = -> console.log 'yay' # $ coffee folder/a.coffee # # Error: Cannot find module '../b' # at Function.Module._resolveFilename (module.js:338:15) # at Function.Module._load (module.js:280:25) # at Module.require (module.js:364:17) # at require (module.js:380:17) # at Object.<anonymous> (/Users/test/folder/a.coffee:1:1) # at Module._compile (module.js:456:26)

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  • drupal: so many js and css files ?

    - by Patrick
    hi, I've realized I'm loading a lot of resources (24 css and 17 js files) using Drupal. I've several modules installed and they all come with a css and js file. For my website I'm only using 1 additional js plugin (all the other 16 come with Drupal modules). I've not installed useless modules. They are all necessary, and they require js such as swfobject, ajax_views, jquery.media, spamspan, lightbox (modal, video and default js files), etc Same thing with css files: ckeditor, filefield, lightbox, tagadelic, uploadfield, fieldgroup, vews, taxonomy_super_select, html-element, tabs, messages... etc For my website, I only use my theme css zen.css of course. So.. is this normal ? Or I should remove all this stuff? Are drupal websites normally heavy ? thanks

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  • call back function set by JS settimeout doesn't work in IE8....

    - by NAG
    <html <head <script function addEvent( obj, type, fn ) { if ( obj.attachEvent ) { obj['e'+type+fn] = fn; obj[type+fn] = function(){obj['e'+type+fn]( window.event );} obj.attachEvent( 'on'+type, obj[type+fn] ); } else obj.addEventListener( type, fn, false ); } </script </head <body <!-- HTML for example event goes here -- <div id="mydiv" style="border: 1px solid black; width: 100px; height: 100px; margin-top: 10px;"</div <script // Script for example event goes here addEvent(document.getElementById('mydiv'), 'contextmenu', function(event) { display_short('right-clicked (contextmenu)'); }); function display_short(str) { clearTimeout(); document.getElementById('mydiv').innerHTML = str; if (str != '') alert("hello"); setTimeout("display_short('abcd')", 1000); } </script </body </html Behaves diffrently in IE and FF when you right click on the div area. In ff display_short will be called for evry 1 sec eventhough you dont release right click but in IE it will not call display_short if you dont release right click. But i expect in IE it should call display_short for every 1 sec if you dont release also. Is there any solution for this?

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  • Is there a way of providing a final transform method when chaining operations (like map reduce) in underscore.js?

    - by latentflip
    (Really strugging to title this question, so if anyone has suggestions feel free.) Say I wanted to do an operation like: take an array [1,2,3] multiply each element by 2 (map): [2,4,6] add the elements together (reduce): 12 multiply the result by 10: 120 I can do this pretty cleanly in underscore using chaining, like so: arr = [1,2,3] map = (el) -> 2*el reduce = (s,n) -> s+n out = (r) -> 10*r reduced = _.chain(arr).map(map).reduce(reduce).value() result = out(reduced) However, it would be even nicer if I could chain the 'out' method too, like this: result = _.chain(arr).map(map).reduce(reduce).out(out).value() Now this would be a fairly simple addition to a library like underscore. But my questions are: Does this 'out' method have a name in functional programming? Does this already exist in underscore (tap comes close, but not quite).

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