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  • javascript and css loadings

    - by Mike
    I was wondering, If I have, let's say 6 javascripts includes on a page and 4-5 css includes as well on the same page, does it actually makes it optimal for the page to load if I do create one file or perhaps two and append them all together instead of having bunch of them?

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • Should I refer to browser-based games as HTML5 games or Javascript games?

    - by Bane
    First of all, I know that there are alternatives to both HTML5 and Javascript, but I worded the question so generally ("browser-based") because if I had said "HTML5" or "Javascript" games that would already imply an answer to the question. When writing wiki posts or discussing, I usually call these games "HTML5/Javascript" games. They are written in Javascript, using the new HTML5 technology. What is the proper way to call them: HTML5 or Javascript games? I see that most people opt for HTML5, why?

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  • HPCM 11.1.2.x - Outline Optimisation for Calculation Performance

    - by Jane Story
    When an HPCM application is first created, it is likely that you will want to carry out some optimisation on the HPCM application’s Essbase outline in order to improve calculation execution times. There are several things that you may wish to consider. Because at least one dense dimension for an application is required to deploy from HPCM to Essbase, “Measures” and “AllocationType”, as the only required dimensions in an HPCM application, are created dense by default. However, for optimisation reasons, you may wish to consider changing this default dense/sparse configuration. In general, calculation scripts in HPCM execute best when they are targeting destinations with one or more dense dimensions. Therefore, consider your largest target stage i.e. the stage with the most assignment destinations and choose that as a dense dimension. When optimising an outline in this way, it is not possible to have a dense dimension in every target stage and so testing with the dense/sparse settings in every stage is the key to finding the best configuration for each individual application. It is not possible to change the dense/sparse setting of individual cloned dimensions from EPMA. When a dimension that is to be repeated in multiple stages, and therefore cloned, is defined in EPMA, every instance of that dimension has the same storage setting. However, such manual changes may not be preserved in all cases. Please see below for full explanation. However, once the application has been deployed from EPMA to HPCM and from HPCM to Essbase, it is possible to make the dense/sparse changes to a cloned dimension directly in Essbase. This can be done by editing the properties of the outline in Essbase Administration Services (EAS) and manually changing the dense/sparse settings of individual dimensions. There are two methods of deployment from HPCM to Essbase from 11.1.2.1. There is a “replace” deploy method and an “update” deploy method: “Replace” will delete the Essbase application and replace it. If this method is chosen, then any changes made directly on the Essbase outline will be lost. If you use the update deploy method (with or without archiving and reloading data), then the Essbase outline, including any manual changes you have made (i.e. changes to dense/sparse settings of the cloned dimensions), will be preserved. Notes If you are using the calculation optimisation technique mentioned in a previous blog to calculate multiple POVs (https://blogs.oracle.com/pa/entry/hpcm_11_1_2_optimising) and you are calculating all members of that POV dimension (e.g. all months in the Period dimension) then you could consider making that dimension dense. Always review Block sizes after all changes! The maximum block size recommended in the Essbase Database Administrator’s Guide is 100k for 32 bit Essbase and 200k for 64 bit Essbase. However, calculations may perform better with a larger than recommended block size provided that sufficient memory is available on the Essbase server. Test different configurations to determine the most optimal solution for your HPCM application. Please note that this blog article covers HPCM outline optimisation only. Additional performance tuning can be achieved by methodically testing database settings i.e data cache, index cache and/or commit block settings. For more information on Essbase tuning best practices, please review these items in the Essbase Database Administrators Guide. For additional information on the commit block setting, please see the previous PA blog article https://blogs.oracle.com/pa/entry/essbase_11_1_2_commit

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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Problem with javascript [migrated]

    - by Andres Orozco
    Well i have a problem, and i made this test code to show you my problem. HTML Code -- http://i.stack.imgur.com/7qlZx.png Javascript Code -- http://i.stack.imgur.com/DYvuq.png What i want to do here in this example is to change the styles of the id. But for some reason it doesn't work the bad news is that i have some problem to detect... problems on my code, so i don't know what happen and i really need your help. Thank's. Andres.

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  • HTML Javascript Hidden Object or Photo Hunt Game

    - by PeteT
    Is anyone aware of any example photo hunt/hidden object games either in HTML and Javascript or flash if necessary? I am having trouble finding one, I may be using the wrong words to search. Photo hunt being like the wheres wally/waldo books where you look for wally in a complex image until you find him. So if it were played on screen you would press the location of wally and it would either be correct or wrong, possibly timed. I am hoping to find one where you can just load in your own photos and specify some co-ordinates that match where the hidden object is. A spot the difference example may be useful as a starting point but I haven't found an example of either that is web based yet.

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  • Here we go again - quest for web hosted forum via javascript

    - by jim
    Hello all, disclaimer If this is the wrong location for this question, then please advise me accordingly. backgound I've been using Disqus and intense debate as a 'comments' service for a variety of my sites to great effect and love the fact that i get alot of the facebook/twitter integration 'for free', as well as the SEO benefits. request To this end, does anyone out there know of similar services that can be used to pull entire forums/threaded discussions into the app in a similar fashion (i.e. via ajax webservices). google has been at a loss to turn anything up on this front and i'm therefore wondeing if it's unlikely that such a 'service' exists. respect hope this stikes a chord out there... btw - altho using this in asp.net mvc, I'm aware that this technology could be used on any platform capable of consuming javascript via ajax, thus the wide spread of 'tags'.

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  • Store a formula in a table and use the formula in a javascript/PHP function

    - by Muhaimin Abdul
    I have a MySql database where part of it handles instrument's depth of water. Each instrument has its own formula of calculation how depth the water when the operator collect the reading I stored the formula for each instrument in database/MySql. Example formula: [55-57] this is the simple minus operation, where the number is actually represent the id of a row. How do I represent those number with id of a row and later convert it to javascript readable code. I simply want to do keyup event where everytime user key in something into text field then the other part of HTML would reflect changes based on formula that I fetched from database FYI, I'm using BackboneJS together with RequireJS

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  • Javascript: Safely upload a client data file

    - by Jeffrey Sweeney
    I'm (still) working on a template-based XML editing program. It's a GUI-based XML editor that only allows users to add certain tags and attributes based off the requirements. You can see the current version here for an idea. Now, I'd like to allow users to upload their own data templates, but I'm concerned about potential XSS hacks. Currently, the template file is in Javascript object literal notation, which unsurprisingly is a security nightmare if the user can upload their own. I was thinking of using XML instead, but is there an even better alternative?

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  • Extending web server controls by providing client side functionality through Javascript

    - by nikolaosk
    In this post I will demonstrate how to extend the functionality of the web server controls by adding client side functionality with Javascript. Let's move on to our example. 1) Launch Visual Studio 2010/2008/2005. (express editions will work fine). Create a new empty website and choose a suitable name for it. 2) Add a new item in your site, a web form. Leave the default name. 3) We need to add some markup. < form id = "form1" runat = "server" > < div > < span id = "test1" > nikos...(read more)

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  • I need a webpage to host my javascript!

    - by Amir Reza
    Does anyone know a website that hosts javascripts on their page? I have a research project that needs to collect some RTT from all over the world and compare them together. I have written the javascript code for that but I do not have a high hit rate website to put it on to collect data. I know it is a little bit odd question to ask, but do you know any website or any trick that can help me? Note that the script would not do any harm to anybody! :-) Thanks, Decad is right, I basically need some people to put my script on their "high-hit rate" website ... so I can collect data from large number of clients... Of coarse, the script is run on the background with no harm to the page. It basically measures some RTT and submit it to a server. I already have some pages, but they barely got a hit from outside! Thanks,

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  • Anti-cheat Javascript for browser/HTML5 game

    - by Billy Ninja
    I'm planning on venturing on making a single player action rpg in js/html5, and I'd like to prevent cheating. I don't need 100% protection, since it's not going to be a multiplayer game, but I want some level of protection. So what strategies you suggest beyond minify and obfuscation? I wouldn't bother to make some server side simple checking, but I don't want to go the Diablo 3 path keeping all my game state changes on the server side. Since it's going to be a rpg of sorts I came up with the idea of making a stats inspector that checks abrupt changes in their values, but I'm not sure how it consistent and trusty it can be. What about variables and functions escopes? Working on smaller escopes whenever possible is safer, but it's worth the effort? Is there anyway for the javascript to self inspect it's text, like in a checksum? There are browser specific solutions? I wouldn't bother to restrain it for Chrome only in the early builds.

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  • AJAX Requests & Client-Side JavaScript

    - by Sarah24
    I am new to AJAX and trying to understand a question I've been given: A HTTP request is generated by a form which contains some drop-down list. When the form is submitted, a new web page is displayed with some relevant text information (which is dependent on the list item selected). Now, the same parameters are sent to the server via an AJAX request, and the same text information is returned. Q. What tasks would the client-side JavaScript have to do to ensure a valid request was constructed and sent? Any useful links or quick explanations greatly appreciated.

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  • Strange javascript error when using Kongregates API

    - by Phil
    In the hopes of finding a fellow unity3d developer also aiming for the Kongregate contest.. I've implemented the Kongregate API and can see that the game receives a call with my username and presents it ingame. I'm using Application.ExternalCall("kongregate.stats.submit",type,amount); where type is a string "Best Score" and amount is an int (1000 or something). This is the error I'm getting: You are trying to call recursively into the Flash Player which is not allowed. In most cases the JavaScript setTimeout function, can be used as a workaround. callASFunction:function(a,b){if(FABrid...tion, can be used as a workaround."); I'm wondering, has anyone else had this error or am I somehow doing something stupid? Thanks!

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  • Javascript Rookie Question: Define Variables Inline

    - by Dylan Kinnett
    I'm proficient with HTML and CSS but I'm still pretty shaky when it comes to Javascript. That said, I've been able to build a site using the Internet Archive Book Reader, which relies on reader.js Here's a copy of one of my versions of reader.js https://gist.github.com/dylan-k/ed4efed2384e221d46cc It's a good site, but I find I have to repeat things a lot. Basically, I have one copy of reader.js for every page/book featured on the site. It seems there must be a better way. I re-use the script, making copies, just so that I can change lines 28, 80, 83, 84. Is there a way I could include just one copy of reader.js and then use a <script> tag to define these 4 lines for the individual pages?

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  • Unity 3D coding language, C# or JavaScript [on hold]

    - by hemantchhabra
    Hello to the gaming community. I am a budding game designer, learning to code for the first time in my life. I did learned c++ in school, 8 years back, so I sort of understand the logic when people are doing coding and I can suggest them the right route also, but to an extent I can't code. I am beginning to learn coding for Unity 3D. Which one do you suggest is more versatile and easier to work on for future, because I am a game designer not a coder, I would do coding until I don't have anyone else to code for me. It should be easy and fast to learn, functional and universal to apply, and innovative at the same time. C# or JavaScript ? Thank you for your time Ps- if you could suggest me steps to learn and tutorials to look for, that would be just awesome.

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  • Good resources for JavaScript 2D game programming?

    - by DJCouchyCouch
    As an exercise, I've decided to look into JavaScript for game programming. While it's far from being the best language for that, I do like the idea that it's cross-platform and it's always available as a web page. So I thought I'd see what I could do with it. Specifically, I'd like to make a 2D tile-based game of some kind. Where can I find resources to do that? I'm sure this question's come up before, but I can't find any reference to it.

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  • Recommended Reading for Polishing JavaScript coding style?

    - by wml653
    I've been coding in JavaScript for a while now and am fairly familiar with some of the more advanced coding features of the language (closures, self-executing functions, etc). So my question is, what advanced books/blogs/or anything else would be recommended to help tighten up my coding style? For example, recently I was coding something similar to: var x = ['a', 'b', 'c']; var exists = false; for(var i = 0; i < x.length; i++){ exists = x[i] === 'b' ? true : exists; } But found that the following condensed code would work better: var y = {'a':'', 'b':'', 'c':''}; var exists = 'b' in y; Both store the same value in 'exists', but the second is less common, but much cleaner. Any suggestions for where I should go to learn more tricks like this?

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  • Is this safe? <a href=http://javascript:...>

    - by KajMagnus
    I wonder if href and src attributes on <a> and <img> tags are always safe w.r.t. XSS attacks, if they start with http:// or https://. For example, is it possible to append javascript: ... to the href and src attribute in some manner, to execute code? Disregarding whether or not the destination page is e.g. a pishing site, or the <img src=...> triggers a terribly troublesome HTTP GET request. Background: I'm processing text with markdown, and then I sanitize the resulting HTML (using Google Caja's JsHtmlSanitizer). Some sample code in Google Caja assumes all hrefs and srcs that start with http:// or https:// are safe -- I wonder if it's safe to use that sample code. Kind regards, Kaj-Magnus

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  • Referencing external javascript vs. hosting my own copy

    - by Mr. Jefferson
    Say I have a web app that uses jQuery. Is it better practice to host the necessary javascript files on my own servers along with my website files, or to reference them on jQuery's CDN (example: http://code.jquery.com/jquery-1.7.1.min.js)? I can see pros for both sides: If it's on my servers, that's one less external dependency; if jQuery went down or changed their hosting structure or something like that, then my app breaks. But I feel like that won't happen often; there must be lots of small-time sites doing this, and the jQuery team will want to avoid breaking them. If it's on my servers, that's one less external reference that someone could call a security issue If it's referenced externally, then I don't have to worry about the bandwidth to serve the files (though I know it's not that much). If it's referenced externally and I'm deploying this web site to lots of servers that need to have their own copies of all the files, then it's one less file I have to remember to copy/update.

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  • Implement Fast Inverse Square Root in Javascript?

    - by BBz
    The Fast Inverse Square Root from Quake III seems to use a floating-point trick. As I understand, floating-point representation can have some different implementations. So is it possible to implement the Fast Inverse Square Root in Javascript? Would it return the same result? float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f3759df - ( i >> 1 ); y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); return y; }

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  • Adapting Javascript game for mobile

    - by Cardin
    I'm currently developing a Javascript web game for desktop users. It is a sort of tower-defense game that relies on mouse input only, developed on canvas using EaselJS. In the future, or perhaps simultaneously, I would like to adapt the game for mobile devices. I can see at least 3 potential areas in shifting from desktop to mobile: 1. resolution size and UI rearrangement, 2. converting mouse events to touch events, 3. distribution as native app wrapper or mobile Web. What would be the best strategy to facilitate this desktop to mobile conversion? For example, should I try to code the game for both platforms, or port the game UI over to mobile by branching the code base. Should I just publish on the mobile Web or wrap the game in a native app framework? And if I were to code for both platforms using the same codebase, should I register both click and touch events, or remap click events to touch using dispatchEvent?

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  • Build graph of dependencies (calls) in javascript [on hold]

    - by Maximus
    I'm new to a project and I see that everything is so interwoven that small changes here makes stuff break there. I'd like to refactor it and separate into modules. For that I'm going to need a tool that can build a graph of dependencies (calls) to visualize the connections. There are many tools like that for languages like C#, but I've found little information about the available tools for JavaScript. Has anyone done something like this? What tools have you used?

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  • JavaScript: scroll position (Webkit engine) [migrated]

    - by Julien
    I'm currently trying to use JavaScript to find out how far down the page the user has scrolled; for Firefox 8.0, the keyword is pageYOffset. To say things mechanically: The page has a certain height. In Firefox, the useful object is document.documentElement.scrollHeight. The browser's visible area also has a certain height. In Firefox, the object is window.innerHeight; in IE8, document.documentElement.clientHeight. I need to know where the user is in the page vertically; in other words, how many pixels down the page the user has scrolled. Does Webkit have a DOM object that refers to the current scroll position? Thank you.

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