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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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  • 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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  • 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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  • 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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  • 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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  • Javascript storing data

    - by user985482
    Hi I am a beginner web developer and am trying to build the interface of a simple e-commerce site as a personal project.The site has multiple pages with checkboxes.When someone checks an element it retrives the price of the element and stores it in a variable.But when I go to the next page and click on new checkboxes products the variable automaticly resets to its original state.How can I save the value of that variable in Javascript? This is the code I've writen using sessionStorage but it still dosen't work when I move to next page the value is reseted. How can I wright this code so that i dosen't reset on each page change.All pages on my website use the same script. $(document).ready(function(){ var total = 0; $('input.check').click(function(){ if($(this).attr('checked')){ var check = parseInt($(this).parent().children('span').text().substr(1 , 3)); total+=check; sessionStorage.var_name=0 + total; alert(sessionStorage.var_name); }else{ var uncheck = parseInt($(this).parent().children('span').text().substr(1 , 3)); total-=uncheck; } })

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  • Javascript Event in Innerhtml Resulting from PHP Server Script

    - by user144527
    I'm (very slowly) making a website, and I'm creating a search engine for the database, which is essential to organize the dependencies during data entry. Anyway, what I would like is to type a few keywords into a box, have a menu pop up with various search results, and have the box fill with the ID number of the selected entry when it's clicked. Currently, I have a document called search.php which fills a div called search-output using xmlhttp.open() and the innerhtml property. Everything is working perfectly except for filling the original search box with the ID number when clicking. My first attempt was to add an onclick event to each entry in the output from search.php. Unfortunately, I found that javascript inserted into innerhtml is not run for security reasons. I've been Googling for hours but haven't been able to find a solution. How can I get the original search text box to fill with the correct ID when I click it? Is what I'm doing a good setup for the results I desire, or is there a better way to integrate search features into data entry?

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  • Choosing a JavaScript Asynch-Loader

    - by Prisoner ZERO
    I’ve been looking at various asynchronous resource-loaders and I’m not sure which one to use yet. Where I work we have disparate group-efforts whose class-modules may use different versions of jQuery (etc). As such, nested dependencies may differ, as well. I have no control over this, so this means I need to dynamically load resources which may use alternate versions of the same library. As such, here are my requirements: Load JavaScript and CSS resource files asynchronously. Manage dependency-order and nested-dependencies across versions. Detect if a resource is already loaded. Must allow for cross-domain loading (CDN's) (optional) Allow us to unload a resource. I’ve been looking at: Curl RequireJS JavaScriptMVC LABjs I might be able to fake these requirements myself by loading versions into properly-namespaced variables & using an array to track what is already loaded...but (hopefully) someone has already invented this. So my questions are: Which ones do you use? And why? Are there others that my satisfy my requirements fully? Which do you find most eloquent and easiest to work with? And why?

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  • Unable to debug javascript?

    - by linkme69
    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)); } 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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  • Logging strategy vs. performance

    - by vtortola
    Hi, I'm developing a web application that has to support lots of simultaneous requests, and I'd like to keep it fast enough. I have now to implement a logging strategy, I'm gonna use log4net, but ... what and how should I log? I mean: How logging impacts in performance? is it possible/recomendable logging using async calls? Is better use a text file or a database? Is it possible to do it conditional? for example, default log to the database, and if it fails, the switch to a text file. What about multithreading? should I care about synchronization when I use log4net? or it's thread safe out of the box? In the requirements appear that the application should cache a couple of things per request, and I'm afraid of the performance impact of that. Cheers.

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  • Gradle java.util.logging.Logger output in unit tests

    - by Misha Koshelev
    Dear All: Sorry this is probably a very simple question. I am using gradle http://www.gradle.org/ for my development environment. It works quite well! I have written a simple unit test that uses HtmlUnit and my own package. For my own package, I use java.util.Logger. HtmlUnit seems to use commons logging: http://htmlunit.sourceforge.net/logging.html I would like to see console output of my logging messages from java.util.Logger However, it seems that even messages at the info level are not displayed in my Unit Test Results GUI (System.err link), although the HtmlUnit messages are all displayed. Please let me know if you have suggestions. Thank you! Misha

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  • Performance Tricks for C# Logging

    - by Charles
    I am looking into C# logging and I do not want my log messages to spend any time processing if the message is below the logging threshold. The best I can see log4net does is a threshold check AFTER evaluating the log parameters. Example: _logger.Debug( "My complicated log message " + thisFunctionTakesALongTime() + " will take a long time" ) Even if the threshold is above Debug, thisFunctionTakesALongTime will still be evaluated. In log4net you are supposed to use _logger.isDebugEnabled so you end up with if( _logger.isDebugEnabled ) _logger.Debug( "Much faster" ) I want to know if there is a better solution for .net logging that does not involve a check each time I want to log. In C++ I am allowed to do LOG_DEBUG( "My complicated log message " + thisFunctionTakesALongTime() + " will take no time" ) since my LOG_DEBUG macro does the log level check itself. This frees me to have a 1 line log message throughout my app which I greatly prefer. Anyone know of a way to replicate this behavior in C#?

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  • difference in logging mechanism: API and application(python)

    - by zubin71
    I am currently writing an API and an application which uses the API. I have gotten suggestions from people stating that I should perform logging using handlers in the application and use a "logger" object for logging from the API. In light of the advice I received above, is the following implementation correct? class test: def __init__(self, verbose): self.logger = logging.getLogger("test") self.logger.setLevel(verbose) def do_something(self): # do something self.logger.log("something") # by doing this i get the error message "No handlers could be found for logger "test" The implementation i had in mind was as follows: #!/usr/bin/python """ .... .... create a logger with a handler .... .... """ myobject = test() try: myobject.do_something() except SomeError: logger.log("cant do something") Id like to get my basics strong, id be grateful for any help and suggestions for code you might recommend I look up. Thnkx!

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  • Advice on e-commerce logging strategy

    - by yalestar
    I recently inherited an e-commerce app (Java/Struts) that I'm porting to Rails. The thing is, we frequently have to do forensics on orders by poring through the log files, and with the old app's logs (log4j wall of text) it's pretty hard to make sense of the individual orders when several people are placing orders simultaneously. So I'm soliciting advice on a good strategy for logging of these orders, like maybe logging each individual order to its own MongoDB collection based on unique cart ID? Or maybe group them by IP address? Something different entirely? Essentially, what is the best approach for logging of an online store so that it's easy to backtrace each user's interaction with the site?

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  • web2py application logging

    - by MikeWyatt
    What is the recommended way to log application-specific messages in web2py? I found the documentation on HTTP logging, but I'm thinking more of messages for debugging and tracking. Should I simply use the logging module in each separate controller file? Is there a central place in which I could initialize a logger that can be shared between controllers? Or, is something built-in to web2py that I should use? Update: It looks like I can't even fully use the logging module in web2py. It looks like web2py ships with it's own version of the python libraries (in library.zip), which I'm not a big fan of. Is that by design? I'm guessing there will be issues with simply adding my installed Python libraries to the sys.path at run-time, so what should I do?

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  • Is there a better way than #if DebugMode for logging

    - by Daniel
    I'm making a c++ library thats going to be P/Invoked from c#, so i am unable to breakpoint/debug the c++ side of things. So i decided to add logging so i can see if anything goes wrong and where it happens. I add a #define DebugMode 1 in order to determine if i am to log or not. First of all i'm not very good at c++ but i know enough to get around. So my questions are: Is there a better way than wrapping #if DebugMode #endifs around every Log call? I could simply do that inside the method and just return if logging isn't disabled but won't that mean then all those logging strings will be in the assembly? How can i emulate what printf does with its "..." operator enabling me to pass something like Log("Variable x is {0}", x); Thanks!

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  • Tomcat: recommandations for logging

    - by WizardOfOdds
    I've read several questions here concerning Tomcat and logging but I still really don't understand the "bigger picture", hence my question: How and where are my Webapps supposed to do their logging? By default on my setup Tomcat 6.0.20 logs go in the following file/appender: ./apache-tomcat-6.0.20/logs/catalina.out Am I suppose to have my webapps also log to this file/appender? Let say my case is trivially simple and I've got just one servlet: import ... // What do I import here in order to be able to log? public class SOServlet extends HttpServlet { public void doGet( final HttpServletRequest request, final HttpServletResponse response ) throws IOException, ServletException { ... // I want to log here, what do I write? What are the gotchas knowing that there are more than one webapp running on the same Tomcat? (apparently from reading the various questions there are many gotchas). What about the .war, do I need to put log4j/sl4f/commons-logging/whatever in my .war?

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  • Tabulated log file format with the python logging system

    - by yorjo
    Hi everybody, I'm using the python logging module with the "native" configuration file support (config.fileconfig) as describe in the documentation here : http://docs.python.org/library/logging.html (see the logging.conf file) I was wondering if it's possible to supply a tabulated data format in the configuration file? The sample configuration file is the following: [formatter_simpleFormatter] format=%(asctime)s - %(name)s - %(levelname)s - %(message)s I though that using the \t in the format would be enough but it doesn't. format=%(asctime)s\t%(name)s\t%(levelname)s\t%(message)s\t If I do so it print \t in the result. I tried a couple of thing without success. I suppose it's really easy to do but I don't find it! How can I do that?

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  • Maintaining Logging and/or stdout/stderr in Python Daemon

    - by dave mankoff
    Every recipe that I've found for creating a daemon process in Python involves forking twice (for Unix) and then closing all open file descriptors. (See http://www.jejik.com/articles/2007/02/a_simple_unix_linux_daemon_in_python/ for an example). This is all simple enough but I seem to have an issue. On the production machine that I am setting up, my daemon is aborting - silently since all open file descriptors were closed. I am having a tricky time debugging the issue currently and am wondering what the proper way to catch and log these errors are. What is the right way to setup logging such that it continues to work after daemonizing? Do I just call logging.basicConfig() a second time after daemonizing? What's the right way to capture stdout and stderr? I am fuzzy on the details of why all the files are closed. Ideally, my main code could just call daemon_start(pid_file) and logging would continue to work.

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  • create logging so that the messages will be displayed on screen and logged to a file

    - by robUK
    Hello, gcc 4.4.4 c89 I am writing a client/server application. I have finished and now I want to implement some logging feature that will display log messages on the screen as well as log to a file. However, I don't want to display all log messages (warning, error, critical, unrecoverable, debug, etc). Maybe I can set so that it will display, just errors and debug messages and nothing else. For example, the user might not be interested in the debug messages. Is there any design-pattern that I can follow? What do you normally for for logging? Any tutorials out there that address logging? many thanks for any suggestions,

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  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

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  • Extending Currying: Partial Functions in Javascript

    - by kerry
    Last week I posted about function currying in javascript.  This week I am taking it a step further by adding the ability to call partial functions. Suppose we have a graphing application that will pull data via Ajax and perform some calculation to update a graph.  Using a method with the signature ‘updateGraph(id,value)’. To do this, we have do something like this: 1: for(var i=0;i<objects.length;i++) { 2: Ajax.request('/some/data',{id:objects[i].id},function(json) { 3: updateGraph(json.id, json.value); 4: } 5: } This works fine.  But, using this method we need to return the id in the json response from the server.  This works fine, but is not that elegant and increase network traffic. Using partial function currying we can bind the id parameter and add the second parameter later (when returning from the asynchronous call).  To do this, we will need the updated curry method.  I have added support for sending additional parameters at runtime for curried methods. 1: Function.prototype.curry = function(scope) { 2: scope = scope || window 3: var args = []; 4: for (var i=1, len = arguments.length; i < len; ++i) { 5: args.push(arguments[i]); 6: } 7: var m = this; 8: return function() { 9: for (var i=0, len = arguments.length; i < len; ++i) { 10: args.push(arguments[i]); 11: } 12: return m.apply(scope, args); 13: }; 14: } To partially curry this method we will call the curry method with the id parameter, then the request will callback on it with just the value.  Any additional parameters are appended to the method call. 1: for(var i=0;i<objects.length;i++) { 2: var id=objects[i].id; 3: Ajax.request('/some/data',{id: id}, updateGraph.curry(id)); 4: } As you can see, partial currying gives is a very useful tool and this simple method should be a part of every developer’s toolbox.

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  • How to Enable JavaScript file API in IE8 [closed]

    - by saeed
    i have developed a web application in asp.net , there is a page in this project which user should choose a file in picture format (jpeg,jpg,bmp,...) and i want to preview image in the page but i don't want to post file to server i want to handle it in client i have done it with java scripts functions via file API but it only works in IE9 but most of costumers use IE8 the reason is that IE8 doesn't support file API is there any way to make IE8 upgrade or some patches in code behind i mean that check if the browser is IE and not support file API call a function which upgrades IE8 to IE9 automatically. i don't want to ask user to do it in message i want to do it programmatic !! even if it is possible install a special patch that is required for file API because customers thought it is a bug in my application and their computer knowledge is low what am i supposed to do with this? i also use Async File Upload Ajax Control But it post the file to server any way with ajax solution and http handler but java scripts do it all in client browser!!! following script checks the browser supports API or not <script> if (window.File && window.FileReader && window.FileList && window.Blob) document.write("<b>File API supported.</b>"); else document.write('<i>File API not supported by this browser.</i>'); </script> following scripts do the read and Load Image function readfile(e1) { var filename = e1.target.files[0]; var fr = new FileReader(); fr.onload = readerHandler; fr.readAsText(filename); } HTML code: <input type="file" id="getimage"> <fieldset><legend>Your image here</legend> <div id="imgstore"></div> </fieldset> JavaScript code: <script> function imageHandler(e2) { var store = document.getElementById('imgstore'); store.innerHTML='<img src="' + e2.target.result +'">'; } function loadimage(e1) { var filename = e1.target.files[0]; var fr = new FileReader(); fr.onload = imageHandler; fr.readAsDataURL(filename); } window.onload=function() { var x = document.getElementById("filebrowsed"); x.addEventListener('change', readfile, false); var y = document.getElementById("getimage"); y.addEventListener('change', loadimage, false); } </script>

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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