Search Results

Search found 7642 results on 306 pages for 'js riddler'.

Page 21/306 | < Previous Page | 17 18 19 20 21 22 23 24 25 26 27 28  | Next Page >

  • How to run nodejs on linux platform

    - by rotem
    How to run node.js on host with linux platform? To run node.js on localhost with windows operation system is simple I download package from nodejs.org/download/ and I execute Windows Installer (.msi) I go to console command line and I type node file.js and everything fine. but in my host with linux platform I have control panel with no option to run type file exe, msi and there is no window with command line, So how can I be able to run nodejs on my host? I call to support of my hosting bluehost.com and they don't know. my Details server and control panel Thanks for any help

    Read the article

  • Use deployJava.js to check for/automatically install latest JRE version for web applet

    - by Pryo
    I'd like to use the deployJava.js tool to have Java automatically detect the currently installed JRE and install an updated version if necessary. My initial impression when reading about deployJava.js was that it would do this out of the box when you simply set a version number as a function parameter for the "runApplet" function. But this has never seemed to work. Is it even possible to do this, and if so, how? Here is my current code for launching my applet: <script type="text/javascript" src="https://www.java.com/js/deployJava.js"></script> <script type="text/javascript"> var attributes = {id:"applet", name:"TheApplet", code:"TheApplet"}; var parameters = {jnlp_href: "http://localhost/TheApplet.jnlp"}; deployJava.runApplet(attributes, parameters, "1.6.0_31"); </script> Thanks

    Read the article

  • Load local Html file doesn't refer the js file in UIWebView

    - by Hero Vs Zero
    I am working with UIWebView project and I want to load an HTML file from a project resource. It is working fine when I run from the URL, but when I view the HTML file locally, JS files are not loaded. Loading the local HTML local file doesn't refer to js files in UIWebView. Here's my code to load the HTML file project local resource and does't refer the js file: NSString *path = [[NSBundle mainBundle] pathForResource:@"textfile" ofType:@"txt"]; NSError *error = nil; NSString *string = [[NSString alloc] initWithContentsOfFile:path encoding:NSUTF8StringEncoding error:&error]; NSString *path1 = [[NSBundle mainBundle] bundlePath]; NSURL *baseURL = [NSURL fileURLWithPath:path1]; NSLog(@"%@ >>> %@",baseURL,path); [webview loadHTMLString:string baseURL:baseURL]; This code doesn't find JS files in UIWebView, even though it loads image files from the project resource successfully.

    Read the article

  • How to call JS function within .js file into .jsp file?

    - by Simple-Solution
    I am trying to call a javaScript function that's in .../js/index.js file to .../index.jsp file. Any suggestion would be helpful. Here is code within both file: index.js function testing() { if ("c" + "a" + "t" === "cat") { document.writeln("Same"); } else { document.writeln("Not same"); }; }; index.jsp <%@ page language="java" contentType="text/html; charset=ISO-8859-1" pageEncoding="ISO-8859-1"%> <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Insert title here</title> </head> <body> <script type="text/javascript" src="js/index.js"> <!-- I want to call testing(); function here --> </script> </body> </html>

    Read the article

  • Django: auto minifying css/js files before release

    - by Dzida
    Hi, I have following case: I want to use uncompressed js/css files during development (to debug js for example) but on production I want to switch automatically to minified versions of that files. some simple solution is to put in your template: <script src="some_js.{% if not debug %}min.{% endif %}js".... but this require manully providing that such file exist and to do minifaction manullay after original file change. How do you accomplish this in your projects? Is there any tool for this?

    Read the article

  • Can't find .js file in my mainBundle?!

    - by Nic Hubbard
    This is driving me crazy as I cannot figure out what in the world is going on. I load up files form you main bundle all the time, xml files, html files, etc. But, now I am trying to get the contents of a javascript file but it can never find it. I am using: NSData *jsData = [NSData dataWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"global" ofType:@"js"]]; if (jsData) { NSLog(@"%@", jsData); } else { NSLog(@"Can't find file"); return; } Even checking the [[NSBundle mainBundle] pathForResource:@"global" ofType:@"js"] string returns null. My globaly.js file is in my Resources folder, the exact location where my other files are location that work totally fine using the above method. Why can't it find my js file?

    Read the article

  • Call Init from XUL after Page Loads (Firefox add-on)

    - by mattyboy123
    Hi all, I've been working on some code in js/html and it works great. I'm now trying to package it into an add-on for Firefox, and having some issues getting the XUL document correct. PLAIN OLD HTML/JS In my html test file between the <head></head> I have: <script type="text/javascript" src="js/MyCode.js"></script> At the end of the test file before the </body> I have: <script type="text/javascript">MyCode.Static.Init();</script> FIREFOX ADD-ON: OVERLAY.XUL In an overlay.xul file in the extension package I have : <?xml version="1.0"?> <overlay id="mycode" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul"> <script type="application/x-javascript" src="chrome://mycode/content/MyCode.js"></script> <script> window.addEventListener("load", function () { gBrowser.addEventListener("load",MyCode.Static.Init,true); }, false); </script> </overlay> This does not seem to enter the method, but then again I'm not even sure if I've got the listeners firing properly. Would this be the correct way to duplicate what I was doing in plain old html/js ?

    Read the article

  • jQuery dynamic css loading weired behavior

    - by jimpsr
    The app I am working on requires dynamic loading of css and js, right now the solution is as follows: myapp.loadCss = function(css){ $("head").append("<link>"); cssDom = $("head").children(":last"); cssDom.attr({rel: "stylesheet", type: "text/css", href: css }); } myapp.loadJs = funciton(js){ ... //$.ajax call is used in synchronized mode to make sure the js is fully loaded } } When some widgets need to be load, the usual call with be myapp.loadCss('/widgets/widget1/css/example.css'); myapp.loadJs('/wiggets/widget1/js/example.js'); The weired thing is that once a while (1 out of 10 or 20), the newly created dom elements from example.js will not be able to get its css from example.css, it seems however my loadCss method does not load the css in a synchronized mode? I have tried to replace my loadCss with the the following code: myapp.loadCss(css){ $('<link href="' + css + '" rel="stylesheet" type="text/css" />').appendTo($('head')); } It seems to be OK then (I refreshed the webpage a hundred times for verification :-( ) But unfortunately this method failed in IE(IE7, not tested in IE6, 8) Is there any better solution for this?

    Read the article

  • Loading a view routed by a URL parameter (e.g., /users/:id) in MEAN stack

    - by Matt Rowles
    I am having difficulties with trying to load a user by their id, for some reason my http.get call isn't hitting my controller. I get the following error in the browser console: TypeError: undefined is not a function at new <anonymous> (http://localhost:9000/scripts/controllers/users.js:10:8) Update I've fixed my code up as per comments below, but now my code just enters an infinite loop in the angular users controllers (see code below). I am using the Angular Express Generator for reference Backend - nodejs, express, mongo routes.js: // not sure if this is required, but have used it before? app.param('username', users.show); app.route('/api/users/:username') .get(users.show); controller.js: // This never gets hit exports.show = function (req, res, next, username) { User.findOne({ username: username }) .exec(function (err, user) { req.user = user; res.json(req.user || null); }); }; Frontend - angular app.js: $routeProvider .when('/users/:username', { templateUrl: function( params ){ return 'users/view/' + params.username; }, controller: 'UsersCtrl' }) services/user.js: angular.module('app') .factory('User', function ($resource) { return $resource('/api/users/:username', { username: '@username' }, { update: { method: 'PUT', params: {} }, get: { method: 'GET', params: { username:'username' } } }); }); controllers/users.js: angular.module('app') .controller('UsersCtrl', ['$scope', '$http', '$routeParams', '$route', 'User', function ($scope, $http, $routeParams, $route, User) { // this returns the error above $http.get( '/api/users/' + $routeParams.username ) .success(function( user ) { $scope.user = user; }) .error(function( err) { console.log( err ); }); }]); If it helps, I'm using this setup

    Read the article

  • More FlipBoard Magazines: Azure, XAML, ASP.NET MVC & Web API

    - by dwahlin
    In a previous post I introduced two new FlipBoard magazines that I put together including The AngularJS Magazine and The JavaScript & HTML5 Magazine. FlipBoard magazines provide a great way to keep content organized using a magazine-style format as opposed to trudging through multiple unorganized bookmarks or boring pages full of links. I think they’re really fun to read through as well. Based on feedback and the surprising popularity of the first two magazines I’ve decided to create some additional magazines on topics I like such as The Azure Magazine, The XAML Magazine and The ASP.NET MVC & Web API Magazine. Click on a cover below to get to the magazines using your browser. To subscribe to a given magazine you’ll need to create a FlipBoard account (not required to read the magazines though) which requires an iOS or Android device (the Windows Phone 8 app is coming soon they say). If you have a post or article that you think would be a good fit for any of the magazines please tweet the link to @DanWahlin and I’ll add it to my queue to review. I plan to be pretty strict about keeping articles “on topic” and focused.   The Azure Magazine   The XAML Magazine   The ASP.NET MVC & Web API Magazine   The AngularJS Magazine   The JavaScript & HTML5 Magazine

    Read the article

  • The importance of Design Patterns with Javascript, NodeJs et al

    - by Lewis
    With Javascript appearing to be the ubiquitous programming language of the web over the next few years, new frameworks popping up every five minutes and event driven programming taking a lead both server and client side: Do you as a Javascript developer consider the traditional Design Patterns as important or less important than they have been with other languages / environments?. Please name the top three design patterns you, as a Javascript developer use regularly and give an example of how they have helped in your Javascript development.

    Read the article

  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

    Read the article

  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

    Read the article

  • How to represent a tree structure in NoSQL

    - by Vlad Nicula
    I'm new to NoSQL and have been playing around with a personal project on the MEAN stack (Mongo ExpressJs AngularJs NodeJs). I'm building a document editor of sorts that manages nodes of data. Each document is actually a tree. I have a CRUD api for documents, to create new trees and a CRUD api for nodes in a given document. Right now the documents are represented as a collection that holds everything, including nodes. The children parent relationship is done by ids. So the nodes are an map by id, and each node has references to what nodes are their children. I chose this "flat" approach because it is easier to get a node by id from a document. Being used to having a relation table between nodes and documents, a relation table between nodes and children nodes I find it a bit weird that I have to save the entire "nodes" map each time I update a node. Is there a better way to represent such a data type in NoSQL?

    Read the article

  • Comunicate NodeJS and PHP

    - by Zenth
    i need ideas to solve this: I have a entire website in PHP (5.2) in a PHP "shared server", only i can use apache+PHP, CGI & NodeJS, no memcached, redis or another software. And i need to comunicate the PHP and the NodeJS Script. My first approach is using socket connection, creating in NodeJS a socket listener and connect to it witch PHP, and then, send commands, whait for response, and close connection (and end PHP Script). To the other side, i can call PHP script via ¿httprequest? ¿or using sockets again? The problem of using sockets fron Node to PHP, i CANT leave PHP script runing with set_time_limit(0) because the fuc... server, need to "call" PHP for another way. The NodeJS and Apache + PHP are in the same machine, i need to make the code for the fast response time (sockets better than web-calls). Better ideas or other solutions? thanks!

    Read the article

  • Nginx routing script for NodeJS and Wordpress

    - by Nilay Parikh
    We are moving blogs and site from wordpress to nodejs and ready to move into production. However I'm not able to figure it out how to implement routing from front server (Nginx) to NodeJS (prefered web instance) and if data not synced yet into NodeJS website than (404 will throw by NodeJS) fall back to (using reverse proxy) to Wordpress and serve page, during the transformation period. Q1. Is the approach good for the scenario, or anyone can suggest better approach? Q2. Should NodeJS treat itself as Reverse proxy (using bouncy : https://github.com/substack/bouncy or similar package) in event of fall back or shoud stick with Nginx to do so using fastcgi approch. Both NodeJS and Wordpress are on single server only, In first scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then reverse query wordpress and serve content second scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then 404 to Nginx and Nginx script fallback to Wordpress (FastCGI PHP) Later we have plan to phase out Wordpress and PHP from the server environment completely. I'd like to see any examples of Nginx or Varnish scripts and/or NodeJS scripts if you have for me to refer. Thanks.

    Read the article

  • How to handle shoot instructions, in a multiplayer TD

    - by Martin Elvar Jensen
    I'm currently working on a Multiplayer Tower Defense game, using ImpactJS & Node. I seek some clarification about how to handle projectiles from towers, let me explain. So the server is running the master game, and the clients just follow the instruction from the server. Lets say there is about 20 towers on the stage, all needs instructions for which creeps to shoot at. Now lets say each towers fires twice in a second, that's 40 shots each second, (worst case scenario) which is 40 request per second to each client, would't this casue alot of stress to the server, saying that we have 50 games running the same time. So what i am really asking, is this method inefficient, and is there a smarter way to handle all these instructions. Thank you.

    Read the article

  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

    Read the article

  • Programmatically syncing with remote servers

    - by Joseph
    My application generates text files that need to be synced with remote servers, which may be windows or linux. Sync has to happen without user's intervention. I tried with rsync but windows doesn't come with rsync by default. Also it is not possible to supply password in the command line for rsync. Currently I'm going with ftp. But that seems like an inefficient way. Is there a way to rsync without user intervention? What are the ways to sync with a remote server programmatically? App is on nodejs.

    Read the article

  • Can a NodeJS webserver handle multiple hostnames on the same IP?

    - by Matthew Patrick Cashatt
    I have just begun learning NodeJS and LOVE it so far. I have set up a Linux box to run it and, in learning to use the event-driven model, I am curious if I can use a common IP for multiple domain names. Could I point, for example, www.websiteA.com, www.websiteB.com, and www.websiteC.com all to the same IP (node webserver) and then route to the appropriate source files based on the request? Would this cause certain doom when it came to scaling to any reasonable size?

    Read the article

  • Sync csv file using nodejs

    - by Amit Dugar
    There is a remote csv file that gets updated every second or so. I need to download it(on a Windows machine) ONCE and always sync local file with the remote one. Obviously, downloading the whole file every time is not an option. I need to download only the changes.(something like rsync, rdiff-backup) I searched quite a bit but could not find how I can do this. I am sort of new to nodejs and am using this app as an opportunity to expand my nodejs skills. Also, I am planning to use nodejs and to package it using node-webkit(https://github.com/rogerwang/node-webkit)

    Read the article

  • Problem in calling a method recursively in nodejs mongodb [closed]

    - by Nilesh
    I am trying to create a tree using nodejs and mongodb.Wanted to show a path of a particulr node from the root.So I am finding the destination path and looping back to its parent iteratively until the root.So this is the snippet I am using which results in infinite looping articleProvider.finditsparent(t,function(error,tap){ if(tap[0].parent=='null') { t=(tap[0].parent); console.log(n); } else { n.push(tap[0].parent); console.log(tap[0].parent); t=(tap[0].parent); res.send(n); } }); res.send(n); }); How should I get rid of this problem?Is there any way to call it recursively?

    Read the article

  • Physics Loop in a NodeJS/Socket.IO Environment

    - by Thomas Mosey
    I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO. The only method I've thought of is using setTimeout/Interval, is there any better way? Any examples would be appreciated. EDIT: The Game is a top-down Game, like Zelda and older Pokemon Games. Most of the physics done in the loop will be simple intersects.

    Read the article

  • Dealing with the node callback pyramid

    - by thecoop
    I've just started using node, and one thing I've quickly noticed is how quickly callbacks can build up to a silly level of indentation: doStuff(arg1, arg2, function(err, result) { doMoreStuff(arg3, arg4, function(err, result) { doEvenMoreStuff(arg5, arg6, function(err, result) { omgHowDidIGetHere(); }); }); }); The official style guide says to put each callback in a separate function, but that seems overly restrictive on the use of closures, and making a single object declared in the top level available several layers down, as the object has to be passed through all the intermediate callbacks. Is it ok to use function scope to help here? Put all the callback functions that need access to a global-ish object inside a function that declares that object, so it goes into a closure? function topLevelFunction(globalishObject, callback) { function doMoreStuffImpl(err, result) { doMoreStuff(arg5, arg6, function(err, result) { callback(null, globalishObject); }); } doStuff(arg1, arg2, doMoreStuffImpl); } and so on for several more layers... Or are there frameworks etc to help reduce the levels of indentation without declaring a named function for every single callback? How do you deal with the callback pyramid?

    Read the article

< Previous Page | 17 18 19 20 21 22 23 24 25 26 27 28  | Next Page >