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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • 2D Animation Smoothness - Delta time vs. Kinematics

    - by viperld002
    I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a performance bump due to whatever else the user may be doing, lag will arise and that the best way to fight it is to not use actual positions, but velocities, accelerations and torques with kinematics. His message is to evaluate the positions and rotations from these speeds at the current point in time. I've never experienced a situation where I've heard of using kinematics to stem lag in 2D animations and am not sure of how effective it could be. Also, it seems to be overkill. The application is not networked so it's all running on a local device. The desired effect is that the animation always plays as closely as it can to the target frame rate. Wouldn't the technique suffer the same problems as just using the time since the last frame or a fixed time step since the kinematics would also require some time value to perform the calculation? What techniques could you suggest to best achieve the desired effect? EDIT 1 Thank you for your responses, they are very illuminating. I want to clarify my question before choosing an answer however, to make sure that this post really serves it's purpose. I have a sprite of a ball, and a text file with 3 arrays worth of information (rotation,translations x, translations y) with each unit of information existing as a key frame to be stepped through (0 to 49 and back to 0 to replay it again). I have this playing by interpolating from the current key frame to the next, every n-units of time. The animation is visibly correct when compared to a video I was given of it, and it is smooth because of the interpolations between the key frames. This is the existing state of the project. There are no physics simulated, only a static animation of a ball moving in a way an artist specifically designed. Should I, instead of rotation in degrees and translations by positions in space, derive velocities, accelerations and torques to express this static animation as a function of time? As in, position now = foo(time now), where foo uses kinematics.

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  • Best way to determine surface normal for a group of pixels?

    - by Paul Renton
    One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made significant progress since starting a couple weeks ago. However, I have run into a bit of a performance road block with calculating surface normals. Note: For my destructible terrain engine, an alpha of 0 is considered to not be solid ground. The method posted below works just great given small rectangles, such as n < 30. Anything above 30 causes a dip in the frame rate. If you approach 100x100 then you might as well read a book while the sprite attempts to traverse the terrain. At the moment this is the best I can come up with for altering the angle on a sprite as it roams across terrain (to get the angle for a sprite's orientation just take dot product of 100 * normal * (1,0) vector). -(CGPoint)getAverageSurfaceNormalAt:(CGPoint)pt withRect:(CGRect)area { float avgX = 0; float avgY = 0; ccColor4B color = ccc4(0, 0, 0, 0); CGPoint normal; float len; for (int w = area.size.width; w >= -area.size.width; w--) { for (int h = area.size.height; h >= -area.size.height; h--) { CGPoint pixPt = ccp(w + pt.x, h + pt.y); if ([self pixelAt:pixPt colorCache:&color]) { if (color.a != 0) { avgX -= w; avgY -= h; } // end inner if } // end outer if } // end inner for } // end outer for len = sqrtf(avgX * avgX + avgY * avgY); if (len == 0) { normal = ccp(avgX, avgY); } else { normal = ccp(avgX/len, avgY/len); } // end if return normal; } // end get My problem is I have sprites that require larger rectangles in order for their movement to look realistic. I considered doing a cache of all surface normals, but this lead to issues of knowing when to recalculate the surface normals and these calculations also being quite expensive (also how large should the blocks be?). Another smaller issue is I don't know how to properly treat the case when length is = 0. So I am stuck... Any advice from the community would be greatly appreciated! Is my method the best possible one? Or should I rethink the algorithm? I am new to game development and always looking to learn new tips and tricks.

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  • Building and Deploying Windows Azure Web Sites using Git and GitHub for Windows

    - by shiju
    Microsoft Windows Azure team has released a new version of Windows Azure which is providing many excellent features. The new Windows Azure provides Web Sites which allows you to deploy up to 10 web sites  for free in a multitenant shared environment and you can easily upgrade this web site to a private, dedicated virtual server when the traffic is grows. The Meet Windows Azure Fact Sheet provides the following information about a Windows Azure Web Site: Windows Azure Web Sites enable developers to easily build and deploy websites with support for multiple frameworks and popular open source applications, including ASP.NET, PHP and Node.js. With just a few clicks, developers can take advantage of Windows Azure’s global scale without having to worry about operations, servers or infrastructure. It is easy to deploy existing sites, if they run on Internet Information Services (IIS) 7, or to build new sites, with a free offer of 10 websites upon signup, with the ability to scale up as needed with reserved instances. Windows Azure Web Sites includes support for the following: Multiple frameworks including ASP.NET, PHP and Node.js Popular open source software apps including WordPress, Joomla!, Drupal, Umbraco and DotNetNuke Windows Azure SQL Database and MySQL databases Multiple types of developer tools and protocols including Visual Studio, Git, FTP, Visual Studio Team Foundation Services and Microsoft WebMatrix Signup to Windows and Enable Azure Web Sites You can signup for a 90 days free trial account in Windows Azure from here. After creating an account in Windows Azure, go to https://account.windowsazure.com/ , and select to preview features to view the available previews. In the Web Sites section of the preview features, click “try it now” which will enables the web sites feature Create Web Site in Windows Azure To create a web sites, login to the Windows Azure portal, and select Web Sites from and click New icon from the left corner  Click WEB SITE, QUICK CREATE and put values for URL and REGION dropdown. You can see the all web sites from the dashboard of the Windows Azure portal Set up Git Publishing Select your web site from the dashboard, and select Set up Git publishing To enable Git publishing , you must give user name and password which will initialize a Git repository Clone Git Repository We can use GitHub for Windows to publish apps to non-GitHub repositories which is well explained by Phil Haack on his blog post. Here we are going to deploy the web site using GitHub for Windows. Let’s clone a Git repository using the Git Url which will be getting from the Windows Azure portal. Let’s copy the Git url and execute the “git clone” with the git url. You can use the Git Shell provided by GitHub for Windows. To get it, right on the GitHub for Windows, and select open shell here as shown in the below picture. When executing the Git Clone command, it will ask for a password where you have to give password which specified in the Windows Azure portal. After cloning the GIT repository, you can drag and drop the local Git repository folder to GitHub for Windows GUI. This will automatically add the Windows Azure Web Site repository onto GitHub for Windows where you can commit your changes and publish your web sites to Windows Azure. Publish the Web Site using GitHub for Windows We can add multiple framework level files including ASP.NET, PHP and Node.js, to the local repository folder can easily publish to Windows Azure from GitHub for Windows GUI. For this demo, let me just add a simple Node.js file named Server.js which handles few request handlers. 1: var http = require('http'); 2: var port=process.env.PORT; 3: var querystring = require('querystring'); 4: var utils = require('util'); 5: var url = require("url"); 6:   7: var server = http.createServer(function(req, res) { 8: switch (req.url) { //checking the request url 9: case '/': 10: homePageHandler (req, res); //handler for home page 11: break; 12: case '/register': 13: registerFormHandler (req, res);//hamdler for register 14: break; 15: default: 16: nofoundHandler (req, res);// handler for 404 not found 17: break; 18: } 19: }); 20: server.listen(port); 21: //function to display the html form 22: function homePageHandler (req, res) { 23: console.log('Request handler home was called.'); 24: res.writeHead(200, {'Content-Type': 'text/html'}); 25: var body = '<html>'+ 26: '<head>'+ 27: '<meta http-equiv="Content-Type" content="text/html; '+ 28: 'charset=UTF-8" />'+ 29: '</head>'+ 30: '<body>'+ 31: '<form action="/register" method="post">'+ 32: 'Name:<input type=text value="" name="name" size=15></br>'+ 33: 'Email:<input type=text value="" name="email" size=15></br>'+ 34: '<input type="submit" value="Submit" />'+ 35: '</form>'+ 36: '</body>'+ 37: '</html>'; 38: //response content 39: res.end(body); 40: } 41: //handler for Post request 42: function registerFormHandler (req, res) { 43: console.log('Request handler register was called.'); 44: var pathname = url.parse(req.url).pathname; 45: console.log("Request for " + pathname + " received."); 46: var postData = ""; 47: req.on('data', function(chunk) { 48: // append the current chunk of data to the postData variable 49: postData += chunk.toString(); 50: }); 51: req.on('end', function() { 52: // doing something with the posted data 53: res.writeHead(200, "OK", {'Content-Type': 'text/html'}); 54: // parse the posted data 55: var decodedBody = querystring.parse(postData); 56: // output the decoded data to the HTTP response 57: res.write('<html><head><title>Post data</title></head><body><pre>'); 58: res.write(utils.inspect(decodedBody)); 59: res.write('</pre></body></html>'); 60: res.end(); 61: }); 62: } 63: //Error handler for 404 no found 64: function nofoundHandler(req, res) { 65: console.log('Request handler nofound was called.'); 66: res.writeHead(404, {'Content-Type': 'text/plain'}); 67: res.end('404 Error - Request handler not found'); 68: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If there is any change in the local repository folder, GitHub for Windows will automatically detect the changes. In the above step, we have just added a Server.js file so that GitHub for Windows will detect the changes. Let’s commit the changes to the local repository before publishing the web site to Windows Azure. After committed the all changes, you can click publish button which will publish the all changes to Windows Azure repository. The following screen shot shows deployment history from the Windows Azure portal.   GitHub for Windows is providing a sync button which can use for synchronizing between local repository and Windows Azure repository after making any commit on the local repository after any changes. Our web site is running after the deployment using Git Summary Windows Azure Web Sites lets the developers to easily build and deploy websites with support for multiple framework including ASP.NET, PHP and Node.js and can easily deploy the Web Sites using Visual Studio, Git, FTP, Visual Studio Team Foundation Services and Microsoft WebMatrix. In this demo, we have deployed a Node.js Web Site to Windows Azure using Git. We can use GitHub for Windows to publish apps to non-GitHub repositories and can use to publish Web SItes to Windows Azure.

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  • Extremely simple online multiplayer game

    - by Postscripter
    I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, balance) is required. After some research I found a good java script (framework ??) called box2d.js I found the demo to be excellent. this is is kind of physics am looking for in my game. Now, what other frameworks will I need? Node.js?? Prototype.js?? (btw, I found the latest versoin of protoype.js to be released in 2010...?? is this still supported? Should I avoid using it?) What bout HTML 5 and Canvas? would I need them? websockets? Am a beginner in web programming + game programming world. but I will learn fast, am computer science graduate. (but no much web expeience but know essentionals javascript, html, css..). I just need a guiding path to build my game. Thanks

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  • i have project code in cocos and cocos2d and have problem in orientation

    - by Sukhi
    i have project code in cocos and cocos2d and have problem in orientation . my game is in landscape mode part of its code in cocos2d and another one is in cocos . cocos2d views orientations is working fine . i put this code in appdelegate.m file -(void)orientationChanged:(NSNotification *)notification { UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation]; if( orientation == UIInterfaceOrientationLandscapeLeft) { [[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeRight]; } else if( orientation == UIInterfaceOrientationLandscapeRight) { [[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeLeft]; } } but when i go to cocos code its view look good but as soon as i change the rotation LandscapeRight to LandscapeLeft my views goes in potrate mode i wrote following code in UIViewController (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Overriden to allow any orientation. BOOL orienationStatus=FALSE; if (interfaceOrientation ==UIInterfaceOrientationLandscapeLeft || interfaceOrientation==UIInterfaceOrientationLandscapeRight) { orienationStatus=TRUE; } return orienationStatus; } whats wrong in that i don't know .... help will be appreciated .....

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  • TypeError: Object {...} has no method 'find' - when using mongoose with express

    - by sdouble
    I'm having trouble getting data from MongoDB using mongoose schemas with express. I first tested with just mongoose in a single file (mongoosetest.js) and it works fine. But when I start dividing it all up with express routes and config files, things start to break. I'm sure it's something simple, but I've spent the last 3 hours googling and trying to figure out what I'm doing wrong and can't find anything that matches my process enough to compare. mongoosetest.js (this works fine, but not for my application) var mongoose = require('mongoose'); mongoose.connect('mongodb://localhost/meanstack'); var db = mongoose.connection; var userSchema = mongoose.Schema({ name: String }, {collection: 'users'}); var User = mongoose.model('User', userSchema); User.find(function(err, users) { console.log(users); }); These files are where I'm having issues. I'm sure it's something silly, probably a direct result of using external files, exports, and requires. My server.js file just starts up and configures express. I also have a routing file and a db config file. routing file (allRoutes.js) var express = require('express'); var router = express.Router(); var db = require('../config/db'); var User = db.User(); // routes router.get('/user/list', function(req, res) { User.find(function(err, users) { console.log(users); }); }); // catch-all route router.get('*', function(req, res) { res.sendfile('./public/index.html'); }); module.exports = router; dbconfig file (db.js) var mongoose = require('mongoose'); var dbHost = 'localhost'; var dbName = 'meanstack'; var db = mongoose.createConnection(dbHost, dbName); var Schema = mongoose.Schema, ObjectId = Schema.ObjectId; db.once('open', function callback() { console.log('connected'); }); // schemas var User = new Schema({ name : String }, {collection: 'users'}); // models mongoose.model('User', User); var User = mongoose.model('User'); //exports module.exports.User = User; I receive the following error when I browse to localhost:3000/user/list TypeError: Object { _id: 5398bed35473f98c494168a3 } has no method 'find' at Object.module.exports [as handle] (C:\...\routes\allRoutes.js:8:8) at next_layer (C:\...\node_modules\express\lib\router\route.js:103:13) at Route.dispatch (C:\...\node_modules\express\lib\router\route.js:107:5) at C:\...\node_modules\express\lib\router\index.js:213:24 at Function.proto.process_params (C:\...\node_modules\express\lib\router\index.js:284:12) at next (C:\...\node_modules\express\lib\router\index.js:207:19) at Function.proto.handle (C:\...\node_modules\express\lib\router\index.js:154:3) at Layer.router (C:\...\node_modules\express\lib\router\index.js:24:12) at trim_prefix (C:\...\node_modules\express\lib\router\index.js:255:15) at C:\...\node_modules\express\lib\router\index.js:216:9 Like I said, it's probably something silly that I'm messing up with trying to organize my code since my single file (mongoosetest.js) works as expected. Thanks.

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • Is this right in the use case of exec method of child_process? is there away to cody the envirorment along with the require module too?

    - by L2L2L
    I'm learning node. I am using child_process to move data to another script to be executed. But it seem that it does not copy the hold environment or I could be doing something wrong. To copy the hold environment --require modules too-- or is this when I use spawn, I'm not so clear or understanding spawn exec and execfile --although execfile is like what I'm doing at the bottom, but with exec... right?-- And I would just love to have some clarity on this matter. Please anyone? Thank you. parent.js - "use strict"; var fs, path, _err; fs = require("fs"), path = require("path"), _err = require("./err.js"); var url; url= process.argv[1]; var dirname, locate_r; dirname = path.dirname(url); locate_r = dirname + "/" + "test.json";//path.join(dirname,"/", "test.json"); var flag, str; flag = "r", str = ""; fs.open(locate_r, flag, function opd(error, fd){ if (error){_err(error, function(){ fs.close(fd,function(){ process.stderr.write("\n" + "In Finally Block: File Closed!" + "\n");});})} var readBuff, buffOffset, buffLength, filePos; readBuff = new Buffer(15), buffOffset = 0, buffLength = readBuff.length, filePos = 0; fs.read(fd, readBuff, buffOffset, buffLength, filePos, function rd(error, readBytes){ error&&_err(error, fd); str = readBuff.toString("utf8"); process.env.str = str; process.stdout.write("str: "+ str + "\n" + "readBuff: " + readBuff + "\n"); fs.close(fd, function(){process.stdout.write( "Read and Closed File." + "\n" )}); //write(str); //run test for process.exec** var env, varName, envCopy, exec; env = process.env, varName, envCopy = {}, exec = require("child_process").exec; for(varName in env){ envCopy[varName] = env[varName]; } process.env.fs = fs, process.env.path = path, process.env.dirname = dirname, process.env.flag = flag, process.env.str = str, process.env._err = _err; process.env.fd = fd; exec("node child.js", env, function(error, stdout, stderr){ if(error){throw (new Error(error));} }); }); }); child.js - "use strict"; var fs, path, _err; fs = require("fs"), path = require("path"), _err = require("./err.js"); var fd, fs, flag, path, dirname, str, _err; fd = process.env.fd, //fs = process.env.fs, //path = process.env.path, dirname = process.env.dirname, flag = process.env.flag, str = process.env.str, _err = process.env._err; var url; url= process.argv[1]; var locate_r; dirname = path.dirname(url); locate_r = dirname + "/" + "test.json";//path.join(dirname,"/", "test.json"); //function write(str){ var locate_a; locate_a = dirname + "/" + "test.json"; //path.join(dirname,"/", "test.json"); flag = "a"; fs.open(locate_a, flag, function opd(error, fd){ error&&_err(error, fs, fd); var writeBuff, buffPos, buffLgh, filePs; writeBuff = new Buffer(str), process.stdout.write( "writeBuff: " + writeBuff + "\n" + "str: " + str + "\n"), buffPos = 0, buffLgh = writeBuff.length, filePs = buffLgh;//null; fs.write(fd, writeBuff, buffPos, buffLgh, filePs-3, function(error, written){ error&&_err(error, function(){ fs.close(fd,function(){ process.stderr.write("\n" + "In Finally Block: File Closed!" + "\n"); }); }); fs.close(fd, function(){process.stdout.write( "Written and Closed File." + "\n");}); }); }); //} err.js - "use strict"; var fs; fs = require("fs"); module.exports = function _err(err, scp, cd){ try{ throw (new Error(err)); }catch(e){ process.stderr.write(e + "\n"); }finally{ cd; } }

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  • return a js file from asp.net mvc controller

    - by Erwin
    Hi all fellow programmer I'd like to have a separate js file for each MVC set I have in my application /Controllers/ -TestController.cs /Models/ /Views/ /Test/ -Index.aspx -script.js And I'd like to include the js in the Index.aspx by <script type="text/javascript" src="<%=UriHelper.GetBaseUrl()%>/Test/Js"></script> Or to put it easier, when I call http://localhost/Test/Js in the browser, it will show me the script.js file How to write the Action in the Controller? I know that this must be done with return File method, but I haven't successfully create the method :(

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  • Reduce HTTP Requests method for js and css

    - by Giberno
    Is these way can Reduce HTTP Requests? multiple javascript files with & symbol <script type="text/javascript" src="http://yui.yahooapis.com/combo?2.5.2/build/yahoo-dom-event/yahoo-dom-event.js &http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"> </script> multiple css files with @ import <style type="text/css"> @import url(css/style.css); @import url(css/custom.css); </style>

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  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

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  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

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  • JS.everywhere(2012) : deux jours autour de JavaScript pour les applications professionnelles, mi-novembre à Paris

    JS.everywhere(2012) : l'évènement autour de JavaScript pour les applications professionnelles Se tiendra mi-novembre, réduction spéciale pour les membre de Développez.com JS.everywhere(2012) est un événement européen qui se tiendra à Paris les 16 et 17 novembre prochains. Le thème de cette réunion, "JavaScript pour les applications professionnelles", fera écho à son édition américaine qui se tient un mois plus tôt dans la Silicon Valley. Comme le titre de la conférence l'indique, JavaScript est désormais partout. Il intéresse de plus en plus de développeurs d'applications métiers depuis qu'il est reconnu comme un des langages majeurs capables de gérer au...

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  • Looking for a way to draw a line between two points on a sphere in Three.js

    - by speedwell
    My app (a flight tracker) needs to draw a line between two points (cities say) on a sphere (earth) along the surface (i.e. the great circle route) using Three.js. I can think of 2 ways - (a) creating Three.js 'Line' with a set of (enough) points that I calculate manually and (b) writing the lines into the texture I use for the sphere after it's loaded but before I apply it as a texture. I can see problems with both (not even sure if (b) is possible in Three.js yet) - anyone think of a better way or have an opinion? Thanks in advance.

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  • HTML, JS, CSS Engines

    - by Pius
    I am just messing around, trying to figure out how stuff works and right now I have a couple questions about HTML, JS and CSS engines. I know there are two major JavaScript engines out there - V8 and JavaScriptCore (WebKit's JS engine as far as I know). Is that correct? And what are the main HTML + CSS renderers out there? Let's say I want to build a web browser using V8 (I saw it has some documentation and stuff + I like the way it works), what are the best options for me? Partially another question. Is there any bare browser that uses V8 and runs on Ubuntu at least? P.S. I am a Ubuntu user and prefer C++.

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  • Someone tried to hack my Node.js server, need to understand a GET request in the logs

    - by Akay
    Alright, so I left my Node.js server alone for a while and came back to find some really interesting stuff in the logs. Apparently some moron from China or Poland tried to hack my server using directory traversal and what not, while it seems though he did not succeed I am unable understand few entries in the log. This is the output of a "hohup.out" file. The attack starts, apparently he is trying to find out some console entry in my server. All of which fail and return a 404. [90mGET /../../../../../../../../../../../ [31m500 [90m6ms - 2b[0m [90mGET /<script>alert(53416)</script> [33m404 [90m7ms[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET / [32m200 [90m1ms - 240b[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET /pz3yvy3lyzgja41w2sp [33m404 [90m1ms[0m [90mGET /stylesheets/style.css [33m404 [90m0ms[0m [90mGET /index.html [33m404 [90m1ms[0m [90mGET /index.htm [33m404 [90m0ms[0m [90mGET /default.html [33m404 [90m0ms[0m [90mGET /default.htm [33m404 [90m1ms[0m [90mGET /default.asp [33m404 [90m1ms[0m [90mGET /index.php [33m404 [90m0ms[0m [90mGET /default.php [33m404 [90m1ms[0m [90mGET /index.asp [33m404 [90m0ms[0m [90mGET /index.cgi [33m404 [90m0ms[0m [90mGET /index.jsp [33m404 [90m1ms[0m [90mGET /index.php3 [33m404 [90m0ms[0m [90mGET /index.pl [33m404 [90m0ms[0m [90mGET /default.jsp [33m404 [90m0ms[0m [90mGET /default.php3 [33m404 [90m0ms[0m [90mGET /index.html.en [33m404 [90m0ms[0m [90mGET /web.gif [33m404 [90m34ms[0m [90mGET /header.html [33m404 [90m1ms[0m [90mGET /homepage.nsf [33m404 [90m1ms[0m [90mGET /homepage.htm [33m404 [90m1ms[0m [90mGET /homepage.asp [33m404 [90m1ms[0m [90mGET /home.htm [33m404 [90m0ms[0m [90mGET /home.html [33m404 [90m1ms[0m [90mGET /home.asp [33m404 [90m1ms[0m [90mGET /login.asp [33m404 [90m0ms[0m [90mGET /login.html [33m404 [90m0ms[0m [90mGET /login.htm [33m404 [90m1ms[0m [90mGET /login.php [33m404 [90m0ms[0m [90mGET /index.cfm [33m404 [90m0ms[0m [90mGET /main.php [33m404 [90m1ms[0m [90mGET /main.asp [33m404 [90m1ms[0m [90mGET /main.htm [33m404 [90m1ms[0m [90mGET /main.html [33m404 [90m2ms[0m [90mGET /Welcome.html [33m404 [90m1ms[0m [90mGET /welcome.htm [33m404 [90m1ms[0m [90mGET /start.htm [33m404 [90m1ms[0m [90mGET /fleur.png [33m404 [90m0ms[0m [90mGET /level/99/ [33m404 [90m1ms[0m [90mGET /chl.css [33m404 [90m0ms[0m [90mGET /images/ [33m404 [90m0ms[0m [90mGET /robots.txt [33m404 [90m2ms[0m [90mGET /hb1/presign.asp [33m404 [90m1ms[0m [90mGET /NFuse/ASP/login.htm [33m404 [90m0ms[0m [90mGET /CCMAdmin/main.asp [33m404 [90m1ms[0m [90mGET /TiVoConnect?Command=QueryServer [33m404 [90m1ms[0m [90mGET /admin/images/rn_logo.gif [33m404 [90m1ms[0m [90mGET /vncviewer.jar [33m404 [90m1ms[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET / [32m200 [90m7ms - 240b[0m [90mOPTIONS / [32m200 [90m1ms - 3b[0m [90mTRACE / [33m404 [90m0ms[0m [90mPROPFIND / [33m404 [90m0ms[0m [90mGET /\./ [33m404 [90m1ms[0m But here is when things start getting fishy. [90mGET http://www.google.com/ [32m200 [90m2ms - 240b[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET / [32m200 [90m1ms - 240b[0m [90mGET /robots.txt [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m0ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m3ms[0m [90mGET /manager/html [33m404 [90m0ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m0ms[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET http://37.28.156.211/sprawdza.php [33m404 [90m1ms[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET http://www.google.com/ [32m200 [90m2ms - 240b[0m [90mHEAD / [32m200 [90m1ms - 240b[0m [90mGET http://www.daydaydata.com/proxy.txt [33m404 [90m19ms[0m [90mHEAD / [32m200 [90m1ms - 240b[0m [90mGET /manager/html [33m404 [90m2ms[0m [90mGET / [32m200 [90m4ms - 240b[0m [90mGET http://www.google.pl/search?q=wp.pl [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m0ms[0m [90mHEAD / [32m200 [90m2ms - 240b[0m [90mGET http://www.google.pl/search?q=onet.pl [33m404 [90m1ms[0m [90mHEAD / [32m200 [90m2ms - 240b[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET http://www.google.pl/search?q=ostro%C5%82%C4%99ka [33m404 [90m1ms[0m [90mGET http://www.google.pl/search?q=google [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET http://www.google.com/ [32m200 [90m2ms - 240b[0m [90mHEAD / [32m200 [90m2ms - 240b[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m0ms[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET http://www.baidu.com/ [32m200 [90m2ms - 240b[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mPOST /api/login [32m200 [90m1ms - 28b[0m [90mGET /web-console/ServerInfo.jsp [33m404 [90m2ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET http://www.google.com/ [32m200 [90m10ms - 240b[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET http://proxyjudge.info [32m200 [90m2ms - 240b[0m [90mGET / [32m200 [90m2ms - 240b[0m [90mGET / [32m200 [90m1ms - 240b[0m [90mGET http://www.google.com/ [32m200 [90m3ms - 240b[0m [90mGET http://www.google.com/ [32m200 [90m3ms - 240b[0m [90mGET http://www.baidu.com/ [32m200 [90m1ms - 240b[0m [90mGET /manager/html [33m404 [90m0ms[0m [90mGET /manager/html [33m404 [90m1ms[0m [90mGET http://www.google.com/ [32m200 [90m2ms - 240b[0m [90mHEAD / [32m200 [90m1ms - 240b[0m [90mGET http://www.google.com/ [32m200 [90m1ms - 240b[0m [90mGET http://www.google.com/search?tbo=d&source=hp&num=1&btnG=Search&q=niceman [33m404 [90m2ms[0m So my questions are, how come my server is returning a "200" OK for root level domains? How did the hacker even manage to send a GET request to my server such that "http://www.google.com" shows up in the log while my server is simply an API that works on relative URLs such as "/api/login". And, while I looked up the OPTIONS, TRACE and PROPFIND HTTP requests that my server has logged it would be great if someone could explain what exactly was the hacker trying to achieve by using these verbs? Also what in the world does "[90m [32m [90m1ms - 240b[0m" mean? The "ms" makes sense, probably milliseconds for the request, rest I am unable to understand. Thank you!

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  • Loading Nested JS Files on the Page

    - by Aidin
    Hi, I have a JS file that is dependent to another Js file. this Js file is something like this (Common.js) //Some codes here window.onload = PageLoad; //some codes here and then I implement PageLoad function in another Js file. ( I do this because every page has its own PageLoad implementation) and I Load these files like this on my Main.aspx : `<asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server">` `<\script language="javascript" type="text/javascript" src="PagesJS/pgeMain.js"></script>` `<\script language="javascript" type="text/javascript" src="JS/Common.js"></script>` ... ... `</asp:Content>` Every thing works fine on local but when I deploy it, sometimes I get PageLoad undefined Error! Can any one tells me what is wrong with this? Thanks. Aidin

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  • Is it possible to get the current request that is being served by node.js?

    - by user420504
    I am using express.js. I have a need to be able to log certain request data whenever someone tries to log a message. For this I would like to create a helper method like so function log_message(level, message){ winston.log(level, req.path + "" + message); } I would then use the method like so. exports.index = function(req, res){ log_message("info", "I'm here"); } Note that I am not passing the req object to the log_message function. I want that to be transparently done so that the log_message API user does not need to be aware of the common data that is being logged. Is there a way to achieve this with express.js/node.js. Is the request object available from a global variable of some sort?

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  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

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  • Compiling JS-Test-Driver Plugin and Installing it on Eclipse 3.5.1 Galileo?

    - by leeand00
    I downloaded the source of the js-test-driver from: http://js-test-driver.googlecode.com/svn/tags/1.2 It compiles just fine, but one of the unit tests fails: [junit] Tests run: 1, Failures: 1, Errors: 0, Time elapsed: 0.012 sec [junit] Test com.google.jstestdriver.eclipse.ui.views.FailureOnlyViewerFilterTest FAILED I am using: - ANT 1.7.1 - javac 1.6.0_12 And I'm trying to install the js-test-driver plugin on Eclipse 3.5.1 Galileo Despite the failed test I installed the plugin into my C:\eclipse\dropins\js-test-driver directory by copying (exporting from svn) the compiled feature and plugins directories there, to see if it would yield any hints to what the problem is. When I started eclipse, added the plugin to the panel using Window-Show View-Other... Other-JsTestDriver The plugin for the panel is added, but it displays the following error instead of the plugin in the panel: Could not create the view: Plugin com.google.jstestdriver.eclipse.ui was unable to load class com.google.jstestdriver.eclipse.ui.views.JsTestDriverView. And then bellow that I get the following stack trace after clicking Details: java.lang.ClassNotFoundException: com.google.jstestdriver.eclipse.ui.views.JsTestDriverView at org.eclipse.osgi.internal.loader.BundleLoader.findClassInternal(BundleLoader.java:494) at org.eclipse.osgi.internal.loader.BundleLoader.findClass(BundleLoader.java:410) at org.eclipse.osgi.internal.loader.BundleLoader.findClass(BundleLoader.java:398) at org.eclipse.osgi.internal.baseadaptor.DefaultClassLoader.loadClass(DefaultClassLoader.java:105) at java.lang.ClassLoader.loadClass(Unknown Source) at org.eclipse.osgi.internal.loader.BundleLoader.loadClass(BundleLoader.java:326) at org.eclipse.osgi.framework.internal.core.BundleHost.loadClass(BundleHost.java:231) at org.eclipse.osgi.framework.internal.core.AbstractBundle.loadClass(AbstractBundle.java:1193) at org.eclipse.core.internal.registry.osgi.RegistryStrategyOSGI.createExecutableExtension(RegistryStrategyOSGI.java:160) at org.eclipse.core.internal.registry.ExtensionRegistry.createExecutableExtension(ExtensionRegistry.java:874) at org.eclipse.core.internal.registry.ConfigurationElement.createExecutableExtension(ConfigurationElement.java:243) at org.eclipse.core.internal.registry.ConfigurationElementHandle.createExecutableExtension(ConfigurationElementHandle.java:51) at org.eclipse.ui.internal.WorkbenchPlugin$1.run(WorkbenchPlugin.java:267) at org.eclipse.swt.custom.BusyIndicator.showWhile(BusyIndicator.java:70) at org.eclipse.ui.internal.WorkbenchPlugin.createExtension(WorkbenchPlugin.java:263) at org.eclipse.ui.internal.registry.ViewDescriptor.createView(ViewDescriptor.java:63) at org.eclipse.ui.internal.ViewReference.createPartHelper(ViewReference.java:324) at org.eclipse.ui.internal.ViewReference.createPart(ViewReference.java:226) at org.eclipse.ui.internal.WorkbenchPartReference.getPart(WorkbenchPartReference.java:595) at org.eclipse.ui.internal.Perspective.showView(Perspective.java:2229) at org.eclipse.ui.internal.WorkbenchPage.busyShowView(WorkbenchPage.java:1067) at org.eclipse.ui.internal.WorkbenchPage$20.run(WorkbenchPage.java:3816) at org.eclipse.swt.custom.BusyIndicator.showWhile(BusyIndicator.java:70) at org.eclipse.ui.internal.WorkbenchPage.showView(WorkbenchPage.java:3813) at org.eclipse.ui.internal.WorkbenchPage.showView(WorkbenchPage.java:3789) at org.eclipse.ui.handlers.ShowViewHandler.openView(ShowViewHandler.java:165) at org.eclipse.ui.handlers.ShowViewHandler.openOther(ShowViewHandler.java:109) at org.eclipse.ui.handlers.ShowViewHandler.execute(ShowViewHandler.java:77) at org.eclipse.ui.internal.handlers.HandlerProxy.execute(HandlerProxy.java:294) at org.eclipse.core.commands.Command.executeWithChecks(Command.java:476) at org.eclipse.core.commands.ParameterizedCommand.executeWithChecks(ParameterizedCommand.java:508) at org.eclipse.ui.internal.handlers.HandlerService.executeCommand(HandlerService.java:169) at org.eclipse.ui.internal.handlers.SlaveHandlerService.executeCommand(SlaveHandlerService.java:241) at org.eclipse.ui.internal.ShowViewMenu$3.run(ShowViewMenu.java:141) at org.eclipse.jface.action.Action.runWithEvent(Action.java:498) at org.eclipse.jface.action.ActionContributionItem.handleWidgetSelection(ActionContributionItem.java:584) at org.eclipse.jface.action.ActionContributionItem.access$2(ActionContributionItem.java:501) at org.eclipse.jface.action.ActionContributionItem$5.handleEvent(ActionContributionItem.java:411) at org.eclipse.swt.widgets.EventTable.sendEvent(EventTable.java:84) at org.eclipse.swt.widgets.Widget.sendEvent(Widget.java:1003) at org.eclipse.swt.widgets.Display.runDeferredEvents(Display.java:3880) at org.eclipse.swt.widgets.Display.readAndDispatch(Display.java:3473) at org.eclipse.ui.internal.Workbench.runEventLoop(Workbench.java:2405) at org.eclipse.ui.internal.Workbench.runUI(Workbench.java:2369) at org.eclipse.ui.internal.Workbench.access$4(Workbench.java:2221) at org.eclipse.ui.internal.Workbench$5.run(Workbench.java:500) at org.eclipse.core.databinding.observable.Realm.runWithDefault(Realm.java:332) at org.eclipse.ui.internal.Workbench.createAndRunWorkbench(Workbench.java:493) at org.eclipse.ui.PlatformUI.createAndRunWorkbench(PlatformUI.java:149) at org.eclipse.ui.internal.ide.application.IDEApplication.start(IDEApplication.java:113) at org.eclipse.equinox.internal.app.EclipseAppHandle.run(EclipseAppHandle.java:194) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.runApplication(EclipseAppLauncher.java:110) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.start(EclipseAppLauncher.java:79) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:368) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:179) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:559) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:514) at org.eclipse.equinox.launcher.Main.run(Main.java:1311) Additionally, if I go to the settings in Window-Preferences and try to view the JS Test Driver Preferences, I get the following dialog: Problem Occurred Unable to create the selected preference page. com.google.jstestdriver.eclipse.ui.WorkbenchPreferencePage Thank you, Andrew J. Leer

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  • JavaScript Data Binding Frameworks

    - by dwahlin
    Data binding is where it’s at now days when it comes to building client-centric Web applications. Developers experienced with desktop frameworks like WPF or web frameworks like ASP.NET, Silverlight, or others are used to being able to take model objects containing data and bind them to UI controls quickly and easily. When moving to client-side Web development the data binding story hasn’t been great since neither HTML nor JavaScript natively support data binding. This means that you have to write code to place data in a control and write code to extract it. Although it’s certainly feasible to do it from scratch (many of us have done it this way for years), it’s definitely tedious and not exactly the best solution when it comes to maintenance and re-use. Over the last few years several different script libraries have been released to simply the process of binding data to HTML controls. In fact, the subject of data binding is becoming so popular that it seems like a new script library is being released nearly every week. Many of the libraries provide MVC/MVVM pattern support in client-side JavaScript apps and some even integrate directly with server frameworks like Node.js. Here’s a quick list of a few of the available libraries that support data binding (if you like any others please add a comment and I’ll try to keep the list updated): AngularJS MVC framework for data binding (although closely follows the MVVM pattern). Backbone.js MVC framework with support for models, key/value binding, custom events, and more. Derby Provides a real-time environment that runs in the browser an in Node.js. The library supports data binding and templates. Ember Provides support for templates that automatically update as data changes. JsViews Data binding framework that provides “interactive data-driven views built on top of JsRender templates”. jQXB Expression Binder Lightweight jQuery plugin that supports bi-directional data binding support. KnockoutJS MVVM framework with robust support for data binding. For an excellent look at using KnockoutJS check out John Papa’s course on Pluralsight. Meteor End to end framework that uses Node.js on the server and provides support for data binding on  the client. Simpli5 JavaScript framework that provides support for two-way data binding. WinRT with HTML5/JavaScript If you’re building Windows 8 applications using HTML5 and JavaScript there’s built-in support for data binding in the WinJS library.   I won’t have time to write about each of these frameworks, but in the next post I’m going to talk about my (current) favorite when it comes to client-side JavaScript data binding libraries which is AngularJS. AngularJS provides an extremely clean way – in my opinion - to extend HTML syntax to support data binding while keeping model objects (the objects that hold the data) free from custom framework method calls or other weirdness. While I’m writing up the next post, feel free to visit the AngularJS developer guide if you’d like additional details about the API and want to get started using it.

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  • Deploying Socket.IO App to Windows Azure Web Site with Azure CLI

    - by shiju
    In this blog post, I will demonstrate how to deploy Socket.IO app to Windows Azure Website using Windows Azure Cross-Platform Command-Line Interface, which leverages the Windows Azure Website’s new support for Web Sockets. Recently Windows Azure has announced lot of enhancements including the support for Web Sockets in Windows Azure Websites, which lets the Node.js developers deploy Socket.IO apps to Windows Azure Websites. In this blog post, I am using  Windows Azure CLI for create and deploy Windows Azure Website. Install  Windows Azure CLI The Windows Azure CLI available as a NPM module so that you can install Windows Azure CLI using  NPM as shown in the below command. After installing the azure-cli, just enter the command “azure” which will show the useful commands provided by Azure CLI. Import Windows Azure Subscription Account In order to import our Azure subscription account, we need to download the Windows Azure subscription profile. The Azure CLI command “account download” lets you download the  Windows Azure subscription profile as shown in the below command. The command redirect you login to Windows Azure portal and allow you to download the Windows Azure publish settings file. The account import command lets you import the downloaded publish settings file so that you can create and manage Websites, Cloud Services, Virtual Machines and Mobile Services in Windows Azure. Create Windows Azure Website and Enable Web Sockets In this post, we are going to deploy Socket.IO app to Windows Azure Website by using the Web Socket support provided by Windows Azure. Let’s create a Website named “socketiochatapp” using the Azure CLI. The above command will create a Windows Azure Website that will also initialize a Git repository with a remote named Azure. We can see the newly created Website from Azure portal. By default, the Web Sockets will be disabled. So let’s enable it by navigating to the Configure tab of the Website, and select “ON” in Web Sockets option and save the configuration changes. Deploy a Node.js Socket.IO App to Windows Azure Now, our Windows Azure Website supports Web Sockets so that we can easily deploy Socket.IO app to Windows Azure Website. Let’s add Node.js chat app which leverages Socket.IO module. Please note that you have to add npm module dependencies in the package.json file so that Windows Azure can install the dependencies when deploying the app. Let’s add the Node.js app and add the files to git repository. Let’s commit the changes to git repository. We have committed the changes to git local repository. Let’s push the changes to Windows Azure production environment. The successful deployment can see from the Windows Azure portal by navigating to the deployments tab of the selected Windows Azure Website. The screen shot below shows that our chat app is running successfully.   You can follow me on Twitter @shijucv

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  • Why is 50.22.53.71 hitting my localhost node.js in an attempt to find a php setup

    - by laggingreflex
    I just created a new app using angular-fullstack yeoman generator, edited it a bit to my liking, and ran it with grunt on my localhost, and immediately upon starting up I get this flood of requests to paths that I haven't even defined. Is this a hacking attempt? And if so, how does the hacker (human or bot) immediately know where my server is and when it came online? Note that I haven't made anything online, it's just a localhost setup and I'm merely connected to the internet. (Although my router does allow 80 port incoming.) Whois shows that the IP address belongs to a SoftLayer Technologies. Never heard of it. Express server listening on 80, in development mode GET / [200] | 127.0.0.1 (Chrome 31.0.1650) GET /w00tw00t.at.blackhats.romanian.anti-sec:) [404] | 50.22.53.71 (Other) GET /scripts/setup.php [404] | 50.22.53.71 (Other) GET /admin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /admin/pma/scripts/setup.php [404] | 50.22.53.71 (Other) GET /admin/phpmyadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /db/scripts/setup.php [404] | 50.22.53.71 (Other) GET /dbadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /myadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /mysql/scripts/setup.php [404] | 50.22.53.71 (Other) GET /mysqladmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /typo3/phpmyadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpMyAdmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpmyadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpmyadmin1/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpmyadmin2/scripts/setup.php [404] | 50.22.53.71 (Other) GET /pma/scripts/setup.php [404] | 50.22.53.71 (Other) GET /web/phpMyAdmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /xampp/phpmyadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /web/scripts/setup.php [404] | 50.22.53.71 (Other) GET /php-my-admin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /websql/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpmyadmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpMyAdmin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpMyAdmin-2/scripts/setup.php [404] | 50.22.53.71 (Other) GET /php-my-admin/scripts/setup.php [404] | 50.22.53.71 (Other) GET /phpMyAdmin-2.5.5/index.php [404] | 50.22.53.71 (Other) GET /phpMyAdmin-2.5.5-pl1/index.php [404] | 50.22.53.71 (Other) GET /phpMyAdmin/ [404] | 50.22.53.71 (Other) GET /phpmyadmin/ [404] | 50.22.53.71 (Other) GET /mysqladmin/ [404] | 50.22.53.71 (Other)

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