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  • Automated Qt testing framework

    - by user1457565
    Can someone recommend a good robust "Free" testing framework for Qt? Our requirements: Should be able to test basic mouse click / mouse move events SHould be able to handle non-widget view components Should have "record" capability to generate test scripts. Should be automatable for running it daily. We looked at: Squish - this solves all our problems. But it is just too da** expensive. KD Executor - the download page now links to the squish page and says thats what they recommend for testing. Not sure what they mean by that. TDriver - from nokia.qt. Super difficult to install. Very little documentation. Having a hard time to just install. I wonder how much harder it would be to write tests. qtestlib - Could not handle non-widget components. Everything has to be a widget to be tested. No "record" feature. Can someone help with any other alternative ? thanks Mouli

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  • Entity Framework and layer separation

    - by Thomas
    I'm trying to work a bit with Entity Framework and I got a question regarding the separation of layers. I usually use the UI - BLL - DAL approach and I'm wondering how to use EF here. My DAL would usually be something like GetPerson(id) { // some sql return new Person(...) } BLL: GetPerson(id) { Return personDL.GetPerson(id) } UI: Person p = personBL.GetPerson(id) My question now is: since EF creates my model and DAL, is it a good idea to wrap EF inside my own DAL or is it just a waste of time? If I don't need to wrap EF would I still place my Model.esmx inside its own class library or would it be fine to just place it inside my BLL and work some there? I can't really see the reason to wrap EF inside my own DAL but I want to know what other people are doing. So instead of having the above, I would leave out the DAL and just do: BLL: GetPerson(id) { using (TestEntities context = new TestEntities()) { var result = from p in context.Persons.Where(p => p.Id = id) select p; } } What to do?

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  • Entity Framework RC1 DbContext query issue

    - by Steve
    I'm trying to implement the repository pattern using entity framework code first rc 1. The problem I am running into is with creating the DbContext. I have an ioc container resolving the IRepository and it has a contextprovider which just news up a new DbContext with a connection string in a windsor.config file. With linq2sql this part was no problem but EF seems to be choking. I'll describe the problem below with an example. I've pulled out the code to simplify things a bit so that is why you don't see any repository pattern stuff here. just sorta what is happening without all the extra code and classes. using (var context = new PlssContext()) { var x = context.Set<User>(); var y = x.Where(u => u.UserName == LogOnModel.UserName).FirstOrDefault(); } using (var context2 = new DbContext(@"Data Source=.\SQLEXPRESS;Initial Catalog=PLSS.Models.PlssContext;Integrated Security=True;MultipleActiveResultSets=True")) { var x = context2.Set<User>(); var y = x.Where(u => u.UserName == LogOnModel.UserName).FirstOrDefault(); } PlssContext is where I am creating my DbContext class. The repository pattern doesn't know anything about PlssContext. The best I thought I could do was create a DbContext with the connection string to the sqlexpress database and query the data that way. The connection string in the var context2 was grabbed from the context after newing up the PlssContext object. So they are pointing at the same sqlexpress database. The first query works. The second query fails miserably with this error: The model backing the 'DbContext' context has changed since the database was created. Either manually delete/update the database, or call Database.SetInitializer with an IDatabaseInitializer instance. For example, the DropCreateDatabaseIfModelChanges strategy will automatically delete and recreate the database, and optionally seed it with new data. on this line var y = x.Where(u => u.UserName == LogOnModel.UserName).FirstOrDefault(); Here is my DbContext namespace PLSS.Models { public class PlssContext : DbContext { public DbSet<User> Users { get; set; } public DbSet<Corner> Corners { get; set; } public DbSet<Lookup_County> Lookup_County { get; set; } public DbSet<Lookup_Accuracy> Lookup_Accuracy { get; set; } public DbSet<Lookup_MonumentStatus> Lookup_MonumentStatus { get; set; } public DbSet<Lookup_CoordinateSystem> Lookup_CoordinateSystem { get; set; } public class Initializer : DropCreateDatabaseAlways<PlssContext> { protected override void Seed(PlssContext context) { I've tried all of the Initializer strategies with the same errors. I don't think the database is changing. If I remove the modelBuilder.Conventions.Remove<IncludeMetadataConvention>(); Then the error returns is The entity type User is not part of the model for the current context. Which sort of makes sense. But how do you bring this all together?

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  • Preserve onchange for a dropdown list when setting the value with Javascript.

    - by Zac Altman
    I have a dropdown list with a piece of code that is run when the value is changed: <select name="SList" onchange="javascript:setTimeout('__doPostBack(\'SList\',\'\')', 0)" id="SList"> Everything works fine when manually done. As an option is selected, the onchange code is called. The problem begins when I try to change the selected value using a piece of Javscript. I want to be able to automatically change the selected option using JS, whilst still having the onchange code called, exactly as if done manually. I try calling this: form.SList.value = "33"; The right option is selected, but the onchange code does not get called. So then I try doing this: form.SList.value = "33"; javascript:setTimeout('__doPostBack(\'SList\',\'\')', 0); The right value is not selected and nothing happens. FYI, the code is done in ASP.NET and Javascript. What can I run to change the selected option whilst still calling the onchange code?

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  • Hijax == sneaky Javascript redirects? Will I get banned from Google?

    - by Chris Jacob
    Question Will I get penalised as "sneaky Javascript redirects" by Google if I have the following Hijax setup (which requires a JavaScript redirect on the page indexed by google). Goal I want to implement Hijax to enable AJAX content to be accessibile to non-JavaScript users and search engine crawlers. Background I'm working on a static file server (GitHub Pages). No server side tricks allowed (so Google's #! "hash bang" solution is not an option). I'm trying to keep my files DRY. I don't want to repeat the common OUTER template in all my files i.e. header, navigation menu, footer, etc They will live in the main index.html Setup the Hijax index.html page contains all OUTER html/css/js... the site's template. index.html has a <div id="content"> which defaults to containing the "homepage" html. index.html has a navigation menu, with a Hijax link to an "about" page. With JavaScript disabled (e.g. crawler) it follows link to /about.html. With JavaScript enabled (e.g. most people) the link updates the url hash fragment to /#about and jQuery replaces the <div id="content"> innerHTML with $("#content").load("about.html #inner-container");. AJAX content about.html does not contain anything extra to try an cloak content for crawlers. about.html file contains enough HTML / CSS / JavaScript to display /about.html as a standalone page with it's own META data... e.g. <html><head><title>About</title>...</head><body></body></html>. about.html has NO OUTER HTML template (i.e. header, navigation menu, footer, etc). about.html <body> contains a <div id="inner-container"> which holds the content that is injected into index.html. about.html has a <noscript> tag as the first child of <body> which explains to non-JavaScript users that they are viewing the about page "inner content" - with a link to navigate to the index.html page to get the full page layout with menu. The (Sneaky?) Redirect Google indexes the /about.html page. However when a person with JavaScript enabled visits that page there is no OUTER html template (e.g. header, navigation menu, footer, etc). So I need to do a JavaScript redirect to get the person over the /#about page (deeplinking to the "about" page "state" in index.html). I'm thinking of doing a "redirect on click or after 10 seconds". The end results is that user ends up on an "enhanced" page back on index.html with all it's OUTER template - but the core "page" content is practically identical. Known issue with inbound links e.g. Share / Bookmarking It seems that if a user shares the URL /#about on their blog, when allocating inbound links to my site Google ignores everything after the # ... it allocates value to the / page - See: http://stackoverflow.com/questions/5028405/hashbang-vs-hijax/5166665#5166665. I can only try an minimise this issue offering "share" buttons on the page with the appropriate urls i.e. /about.html. Duplicate Sorry. I posted this same question over on http://stackoverflow.com/questions/5561686/hijax-sneaky-javascript-redirects-will-i-get-banned-from-google ... then realised it probably belongs more on this Stack Exchange site... Not sure if I should delete the Stack Overflow question? Or just leave it on both sites? Please leave comment.

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  • What are the typical reasons Javascript developed on Firefox fails on IE?

    - by karlthorwald
    I developed some javascript enhanced pages that run fine on recent Firefox and Safari. I missed to check in Internet Explorer, and now I find the pages don't work on IE 6 and 7 (so far). The scripts are somehow not executed, the pages show as if javascript wasn't there, although some javascript is executed. I am using own libraries with dom manipulation, from YUI 2 I use YUI-Loader and the XML-Http-Request, and on one page I use "psupload", which depends on JQuery. I am installing Microsoft Script Editor from Office XP and will now debug. I will also write specific tests now. What are the typical failing points of IE? What direction I can keep my eyes open. I found this page, which shows some differences: http://www.quirksmode.org/compatibility.html Can you from your experience name some typical things I should look for first? I will also ask more questions here for specific tasks later, but for now I am interested in your experience why IE usually fails on scripts that run fine in Firefox

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  • Function currying in Javascript

    - by kerry
    Do you catch yourself doing something like this often? 1: Ajax.request('/my/url', {'myParam': paramVal}, function() { myCallback(paramVal); }); Creating a function which calls another function asynchronously is a bad idea because the value of paramVal may change before it is called.  Enter the curry function: 1: Function.prototype.curry = function(scope) { 2: var args = []; 3: for (var i=1, len = arguments.length; i < len; ++i) { 4: args.push(arguments[i]); 5: } 6: var m = this; 7: return function() { 8: m.apply(scope, args); 9: }; 10: } This function creates a wrapper around the function and ‘locks in’ the method parameters.  The first parameter is the scope of the function call (usually this or window).  Any remaining parameters will be passed to the method call.  Using the curry method the above call changes to: 1: Ajax.request('/my/url', {'myParam': paramVal}, myCallback.curry(window,paramVal)); Remember when passing objects to the curry method that the objects members may still change.

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  • Pass Extra Parameters to JavaScript Callback Function

    - by BRADINO
    Here is a simple example of a function that takes a callback function as a parameter. query.send(handleQueryResponse); function handleQueryResponse(response){      alert('Processing...'); } If you wanted to pass extra variables to the callback function, you can do it like this. var param1 = 'something'; var param2 ='something else'; query.send(function(response) { handleQueryResponse(response, param1, param2) }); function handleQueryResponse(response,param1,param2){      alert('Processing...');      alert(param1);      alert(param2); }

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  • What micro web-framework has the lowest overhead but includes templating

    - by Simon Martin
    I want to rewrite a simple small (10 page) website and besides a contact form it could be written in pure html. It is currently built with classic asp and Dreamweaver templates. The reason I'm not simply writing 10 html pages is that I want to keep the layout all in 1 place so would need either includes or a masterpage. I don't want to use Dreamweaver templates, or batch processing (like org-mode) because I want to be able to edit using notepad (or Visual Studio) because occasionally I might need to edit a file on the server (Go Daddy's IIS admin interface will let me edit text). I don't want to use ASP.NET MVC or WebForms (which I use in my day job) because I don't need all the overhead they bring with them when essentially I'm serving up 9 static files, 1 contact form and 1 list of clubs (that I aim to use jQuery to filter). The shared hosting package I have on Go Daddy seems to take a long time to spin up when serving aspx files. Currently the clubs page is driven from an MS SQL database that I try to keep up to date by manually checking the dojo locator on the main HQ pages and editing the entries myself, this is again way over the top. I aim to get a text file with the club details (probably in JSON or xml format) and use that as the source for the clubs page. There will need to be a bit of programming for this as the HQ site is unable to provide an extract / feed so something will have to scrape the site periodically to update my clubs persistence file. I'd like that to be automated - but I'm happy to have that triggered on a visit to the clubs page so I don't need to worry about scheduling a job. I would probably have a separate process that updates the persistence that has nothing to do with the rest of the site. Ideally I'd like to use Mercurial (or git) to publish, I know Bitbucket (and github) both serve static page sites so they wouldn't work in this scenario (dynamic pages and a contact form) but that's the model I'd like to use if there is such a thing. My requirements are: Simple templating system, 1 place to define header, footers, menu etc., that can be edited using just notepad. Very minimal / lightweight framework. I don't need a monster for 10 pages Must run either on IIS7 (shared Go Daddy Windows hosting) or other free host

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  • javascript game loop and game update design

    - by zuo
    There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, func). I am considering implementing a counter for each update. The counter will be added by one each frame. The update function will be invoked according to the counter % n. For example, in a sequence of sprites animation, I can use the above function to control the speed of the animation. Can some give some advice or other solutions?

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  • Experience formula with javascript

    - by StealingMana
    I'm having trouble working out a formula using this experience curve to get the total exp after each level. I bet its easy and im just over thinking it. maxlvl = 10; increment = 28; baseexp = 100; function calc(){ for (i = 0;i<(maxlvl*increment);i+=increment){ expperlvl = baseexp + i; document.writeln(expperlvl); } } I figured it out. maxlvl=6; base=200; increment=56; function total(){ totalxp= (base*(maxlvl-1))+(increment*(maxlvl-2)*(maxlvl-1)/2); document.write(totalxp); }

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  • JavaScript objects and Crockford's The Good Parts

    - by Jonathan
    I've been thinking quite a bit about how to do OOP in JS, especially when it comes to encapsulation and inheritance, recently. According to Crockford, classical is harmful because of new(), and both prototypal and classical are limited because their use of constructor.prototype means you can't use closures for encapsulation. Recently, I've considered the following couple of points about encapsulation: Encapsulation kills performance. It makes you add functions to EACH member object rather than to the prototype, because each object's methods have different closures (each object has different private members). Encapsulation forces the ugly "var that = this" workaround, to get private helper functions to have access to the instance they're attached to. Either that or make sure you call them with privateFunction.apply(this) everytime. Are there workarounds for either of two issues I mentioned? if not, do you still consider encapsulation to be worth it? Sidenote: The functional pattern Crockford describes doesn't even let you add public methods that only touch public members, since it completely forgoes the use of new() and constructor.prototype. Wouldn't a hybrid approach where you use classical inheritance and new(), but also call Super.apply(this, arguments) to initialize private members and privileged methods, be superior?

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Javascript and PHP how should I en/decode my data

    - by Ron
    Hello everyone. I whould like to know in what encryption should I encode my data and why first of all, I use GET method because it is search engine inside website. second, I use RTL language (hebrew) and thrid which basically is why I ask this question - firefox and safari (as I understood) encode and decode urls automaticly so if I encoded url, in firefox I will see it decoded which is good but if I copy-paste the url to the address bar and than enter the site firefox encode the uncoded url to utf (i think). anyway, what en/decode should I use, and how can I overcome the firefox auto en/decode?

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  • javascript complex recurrsion [on hold]

    - by Achilles
    Given Below is my data in data array. What i am doing in code below is that from that given data i have to construct json in a special format which i also gave below. //code start here var hierarchy={}; hierarchy.name="Hierarchy"; hierarchy.children=[{"name":"","children":[{"name":"","children":[]}]}]; var countryindex; var flagExist=false; var data = [ {country :"America", city:"Kansas", employe:'Jacob'}, {country :"Pakistan", city:"Lahore", employe:'tahir'}, {country :"Pakistan", city:"Islamabad", employe:'fakhar'} , {country :"Pakistan", city:"Lahore", employe:'bilal'}, {country :"India", city:"d", employe:'ali'} , {country :"Pakistan", city:"Karachi", employe:'eden'}, {country :"America", city:"Kansas", employe:'Jeen'} , {country :"India", city:"Banglore", employe:'PP'} , {country :"India", city:"Banglore", employe:'JJ'} , ]; for(var i=0;i<data.length;i++) { for(var j=0;j<hierarchy.children.length;j++) { //for checking country match if(hierarchy.children[j].name==data[i].country) { countryindex=j; flagExist=true; break; } } if(flagExist)//country match now no need to add new country just add city in it { var cityindex; var cityflag=false; //hierarchy.children[countryindex].children.push({"name":data[i].city,"children":[]}) //if(hierarchy.children[index].children!=undefined) for(var k=0;k< hierarchy.children[countryindex].children.length;k++) { //for checking city match if(hierarchy.children[countryindex].children[k].name==data[i].city) { // hierarchy.children[countryindex].children[k].children.push({"name":data[i].employe}) cityflag=true; cityindex=k; break; } } if(cityflag)//city match now add just empolye at that city index { hierarchy.children[countryindex].children[cityindex].children.push({"name":data[i].employe}); cityflag=false; } else//no city match so add new with employe also as this is new city so its emplye will be 1st { hierarchy.children[countryindex].children.push({"name":data[i].city,children:[{"name":data[i].employe}]}); //same as above //hierarchy.children[countryindex].children[length-1].children.push({"name":data[i].employe}); } flagExist=false; } else{ //no country match adding new country //with city also as this is new city of new country console.log("sparta"); hierarchy.children.push({"name":data[i].country,"children":[{"name":data[i].city,"children":[{"name":data[i].employe}]}]}); // hierarchy.children.children.push({"name":data[i].city,"children":[]}); } //console.log(hierarchy); } hierarchy.children.shift(); var j=JSON.stringify(hierarchy); //code ends here //here is the json which i seccessfully formed from the code { "name":"Hierarchy", "children":[ { "name":"America", "children":[ { "name":"Kansas", "children":[{"name":"Jacob"},{"name":"Jeen"}]}]}, { "name":"Pakistan", "children":[ { "name":"Lahore", "children": [ {"name":"tahir"},{"name":"bilal"}]}, { "name":"Islamabad", "children":[{"name":"fakhar"}]}, { "name":"Karachi", "children":[{"name":"eden"}]}]}, { "name":"India", "children": [ { "name":"d", "children": [ {"name":"ali"}]}, { "name":"Banglore", "children":[{"name":"PP"},{"name":"JJ"}]}]}]} Now the orignal problem is that currently i am solving this problem for data of array of three keys and i have to go for 3 nested loops now i want to optimize this solution so that if data array of object has more than 3 key say 5 {country :"America", state:"NewYork",city:"newYOrk",street:"elm", employe:'Jacob'}, or more than my solution will not work and i cannot decide before how many keys will come so i thought recursion may suit best here. But i am horrible in writing recurrsion and the case is also complex. Can some awesome programmer help me writing recurrsion or suggest some other solution.

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  • Rotate sphere in Javascript / three.js while moving on x/z axes

    - by kaipr
    I have a sphere/ball in three.js which I want to "roll" arround on a x/z axis. For the z axe I could simply do this no matter what the current x and y rotation is: sphere.roll_z = function(distance) { sphere.position.z += distance; sphere.rotation.x += distance > 0 ? 0.05 : -0.05; } But how can I roll it along the x axe? And how could I properly do the roll_z? I've found a lot about quateration and matrixes, but I can't figure out how to use them properly to achieve my (rather simple) goal. I'm aware that I have to update multiple rotations and that I have to calculate how far to rotate the sphere to match the distance, but the "how" is the question. It's probably just lack of mathematical skills which I should train, but a working example/short explanation would help alot to start with.

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • Why are Javascript for/in loops so verbose?

    - by Matthew Scharley
    I'm trying to understand the reasoning behind why the language designers would make the for (.. in ..) loops so verbose. For example: for (var x in Drupal.settings.module.stuff) { alert("Index: " + x + "\nValue: " + Drupal.settings.module.stuff[x]); } It makes trying to loop over anything semi-complex like the above a real pain as you either have to alias the value locally inside the loop yourself, or deal with long access calls. This is especially painful if you have two to three nested loops. I'm assuming there is a reason why they would do things this way, but I'm struggling with the reasoning.

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  • Javascript A* path finding ENEMY MOVEMENT in 3D environment

    - by faiz
    iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl. iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path. i have tried implementing the path by compparing the value of each array value with swat's position . it works ! but ** THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too ..... can any one help me out in this regard .. *prob facing :* enemy (swat character keeps moving from the wall /unwalkable area) wanted solution : enemy does not move from the unwalkable path.. ** function draw() { grid = new PF.Grid(200, 200); grid.setWalkableAt( 119,100, false); grid.setWalkableAt( 107,100, false); grid.setWalkableAt( 103,104, false); grid.setWalkableAt( 103,100, false); grid.setWalkableAt( 135,100, false); grid.setWalkableAt( 103,120, false); grid.setWalkableAt( 103,112, false); grid.setWalkableAt( 127,100, false); grid.setWalkableAt( 123,100, false); grid.setWalkableAt( 139,100, false); grid.setWalkableAt( 103,124, false); grid.setWalkableAt( 103,128, false); grid.setWalkableAt( 115,100, false); grid.setWalkableAt( 131,100, false); grid.setWalkableAt( 103,116, false); grid.setWalkableAt( 103,108, false); grid.setWalkableAt( 111,100, false); grid.setWalkableAt( 103,132, false); finder = new PF.AStarFinder(); f1=Math.abs(first_person_controller.position.x); f2=Math.abs(first_person_controller.position.z); ff1=Math.round(f1); ff2=Math.round(f2); s1=Math.abs(swat.position.x); s2=Math.abs(swat.position.z); ss1=Math.round(s1); ss2=Math.round(s1); path = finder.findPath(ss1,ss2,ff1,ff2, grid); size=path.length-1; Ai(); } function Ai(){ if (i<size) { if (swat.position.x >= path[i][0]) { swat.position.x -= 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } else if(swat.position.x <= path[i][0]) { swat.position.x += 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } } if (j<size) { if((Math.abs(swat.position.z)) >= path[j][1]) { swat.position.z -= 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } else if((Math.abs(swat.position.z)) <= path[j][1]) { swat.position.z += 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } } }

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  • For a Javascript library, what is the best or standard way to support extensibility

    - by Michael Best
    Specifically, I want to support "plugins" that modify the behavior of parts of the library. I couldn't find much information on the web about this subject. But here are my ideas for how a library could be extensible. The library exports an object with both public and "protected" functions. A plugin can replace any of those functions, thus modifying the library's behavior. Advantages of this method are that it's simple and that the plugin's functions can have full access to the library's "protected" functions. Disadvantages are that the library may be harder to maintain with a larger set of exposed functions and it could be hard to debug if multiple plugins are involved (how to know which plugin modified which function?). The library provides an "add plugin" function that accepts an object with a specific interface. Internally, the library will use the plugin instead of it's own code if appropriate. With this method, the internals of the library can be rearranged more freely as long as it still supports the same plugin interface. This could also support having different plugin interfaces to modify different parts of the library. A disadvantage of this method is that the plugins may have to re-implement code that is already part of the library since the library's internal functions are not exported. The library provides a "set implementation" function that accepts an object inherited from a specific base object. The library's public API calls functions in the implementation object for any functionality that can be modified and the base implementation object includes the core functionality, with both external (to the API) and internal functions. A plugin creates a new implementation object, which inherits from the base object and replaces any functions it wants to modify. This combines advantages and disadvantages of both the other methods.

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  • Parallel downloading of JavaScript files on page load

    - by user359650
    Below is a quote from one of the Yahoo performance pages: While a script is downloading, however, the browser won't start any other downloads, even on different hostnames. When I look at page load of our website, I can see that many scripts are being downloaded at the same time: Am I mistaken, or should the quote should instead read like this? While scripts are downloading (there can be several scripts downloading at the same time), the browser won't start any other downloads, even on different hostnames.

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  • Confused about javascript module pattern implementation

    - by Damon
    I have a class written on a project I'm working on that I've been told is using the module pattern, but it's doing things a little differently than the examples I've seen. It basically takes this form: (function ($, document, window, undefined) { var module = { foo : bar, aMethod : function (arg) { className.bMethod(arg); }, bMethod : function (arg) { console.log('spoons'); } }; window.ajaxTable = ajaxTable; })(jQuery, document, window); I get what's going on here. But I'm not sure how this relates to most of the definitions I've seen of the module (or revealing?) module pattern. like this one from briancray var module = (function () { // private variables and functions var foo = 'bar'; // constructor var module = function () { }; // prototype module.prototype = { constructor: module, something: function () { } }; // return module return module; })(); var my_module = new module(); Is the first example basically like the second except everything is in the constructor? I'm just wrapping my head around patterns and the little things at the beginnings and endings always make me not sure what I should be doing.

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  • Which JavaScript carousel zooms blocks from the playlist?

    - by Iain Hallam
    I saw a carousel/slider for displaying featured content a while ago that does something that most don't. It started fairly simply, with the top feature large, and a playlist to the side of other featured stories: Feature 1 then began to slide towards the bottom right, while feature 2 moved to occupy the main slot, and the previews of features 3 and 4 moved up: The slider had now completed a whole swap, and was ready to do the same thing with feature 3. My Google-fu seems to be lacking in finding this again; does anyone know of this slider? I think it was based on one of the frameworks, but I'm not sure whether it was jQuery or one of the others.

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos 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; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

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