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  • Choice of node.js modules to demo flexibility

    - by John K
    I'm putting together a presentation to talk about and demo node.js to client-side JavaScript developers. The language concepts and syntax are not an issue for them, so instead I'd like to get right into things and show off node's abilities that differ from client-side scripting. There are numerous modules available in the NPM registry and many people have much more experience with the registry than I do. I'm looking for a selection of node modules based on recommendations from your experience that show a variety of uses for node that are practical, broadly useful and can be demonstrated with a small code sample without requiring much domain knowledge on behalf of the audience. Neat and impressive is good too - I can throw in a couple of shock and awe items for cool factor. To be fair, top-voted answers will get most consideration for inclusion. My hope is this will result in a well-rounded demonstration of node technology.

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  • Declarative Transactions in Node.js

    - by James Kingsbery
    Back in the day, it was common to manage database transactions in Java by writing code that did it. Something like this: Transaction tx = session.startTransaction(); ... try { tx.commit(); } catch (SomeException e){ tx.rollback(); } at the beginning and end of every method. This had some obvious problems - it's redundant, hides the intent of what's happening, etc. So, along came annotation-driven transactions: @Transaction public SomeResultObj getResult(...){ ... } Is there any support for declarative transaction management in node.js?

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  • Changes to myApp.js files are reverted back to normal when the project is build - Cocos2dx

    - by Mansoor
    I am trying to do some changes to my myApp.js file of coco2dx project for android in eclipse but I am not able to do it. I am actually trying to change the default background image of my app. But when I run my project all the changes goes back to before values For Eg: This is the default line wer we are setting our background image this.sprite = cc.Sprite.create("res/HelloWorld.png"); I am changing it to the following line: this.sprite = cc.Sprite.create("res/CloseNormal.png"); But when I run my project CloseNormal.png goes back to HelloWorld.png I am using: OS: Win7 Cocos2d Ver: cocos2dx 2.2.2 Why is this happening. Can anybody help me?

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • Would I benefit changing from PHP to Node.js (in context)

    - by danneth
    The situation: We are about to roll out what is essentially a logging service. As we are rather PHP heavy, the current implementation use it. We will have about 200 computers (most on the same network) that will each send, via HTTP POST, around 5000 requests/day. With each request containing about 300 bytes of data. The receiving end is hosted at Amazon and is a very simple PHP form with some simple validation that puts everything in a database. Now, I've recently been introduced to Node.js and I'm curious as to if it would be a good fit for the backend here. Granted I could easily build something to test this. But since I haven't fully grasped the async-methology I would really like someone with experience to explain it to me.

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • Node.JS testing with Jasmine, databases, and pre-existing code

    - by Jim Rubenstein
    I've recently built the start of a core system which is likely going turn into a monster product. I'm building the system with node.js, and decided after I got a small base built, that It'd be a great idea to start using some sort of automated test suite to test the application. I decided to use jasmine, as it seems pretty solid and has a lot of features for stubbing spying and mocking methods and classes. The application has a lot of external data stores and api access (kestrel, mysql, mongodb, facebook, and more). My issue is, I've got a good amount of code written that I want to start testing - as it represents the underpinnings of the application. What are the best practices for testing methods/classes that access external APIs that I may or may not have control over? As an example, I have a data structure that fetches a bunch of data from a MySQL database. I want to test the method that retrieves the data; and I'm not sure how to go about it. I could test the fetch method which is supposed to return an array of objects, but to isolate the method from the database, I need to define my own fixture data. So what I end up doing is stubbing the mysql execution, and returning a static dataset. So, I end up writing a function that returns the dataset that makes my test pass. That doesn't seem to actually test the code, other than verifying a method is being called. I know this is kind of abstract and vague, it seems that the idea of testing is very much abstract though, so hopefully someone has some experience and can guide me in the right direction. Any advice, or reading I can do is more than welcomed. Thanks in advance.

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  • Node.js fetching Twitter Streaming API - EADDRNOTAVAIL

    - by Jordan Scales
    I have the following code written in node.js to access to the Twitter Streaming API. If I curl the URL below, it works. However, I cannot get it to work with my code. var https = require('https'); https.request('https://USERNAME:[email protected]/1.1/statuses/sample.json', function(res) { res.on('data', function(chunk) { var d = JSON.parse(chunk); console.log(d); }); }); But I receive the following node.js:201 throw e; // process.nextTick error, or 'error' event on first tick ^ Error: connect EADDRNOTAVAIL at errnoException (net.js:642:11) at connect (net.js:525:18) at Socket.connect (net.js:589:5) at Object.<anonymous> (net.js:77:12) at new ClientRequest (http.js:1073:25) at Object.request (https.js:80:10) at Object.<anonymous> (/Users/jordan/Projects/twitter-stream/app.js:3:7) at Module._compile (module.js:441:26) at Object..js (module.js:459:10) at Module.load (module.js:348:31) If anyone can offer an alternative solution, or explain to me why this doesn't work, I would be very grateful.

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  • Alternate three and three rows in a table with jQuery

    - by Frode Lillerud
    I want to set the alternate background color for rows in a table - but the twist is that I don't want every other row to be colored, I want to treat them in blocks of three rows. So for a table with eight rows I want the first three to be white, then the next three to have a background color, and the last two are back to white again. How can I do this using jQuery?

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  • Best way to deploy my node.js app on a Varnish/Nginx server

    - by Saif Bechan
    I am about to deploy a brand new node.js application, and I need some help setting this up. The way my setup is right now is as follows. I have Varnish running on external_ip:80 I have Nginx behind running on internal_ip:80 Both are listening on port 80, one internal port, one external. NOTE: the node.js app runs on WebSockets Now I have the my new node.js application that will listen on port 8080. Can I have varnish set up that it is in front of both nginx and node.js. Varnish has to proxy the websocket to port 8080, but then the static files such as css, js, etc has to go trough port 80 to nignx. Nginx does not support websockets out of the box, else I would so a setup like: varnish - nignx - node.js

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  • Managing JS and CSS for a static HTML web application

    - by Josh Kelley
    I'm working on a smallish web application that uses a little bit of static HTML and relies on JavaScript to load the application data as JSON and dynamically create the web page elements from that. First question: Is this a fundamentally bad idea? I'm unclear on how many web sites and web applications completely dispense with server-side generation of HTML. (There are obvious disadvantages of JS-only web apps in the areas of graceful degradation / progressive enhancement and being search engine friendly, but I don't believe that these are an issue for this particular app.) Second question: What's the best way to manage the static HTML, JS, and CSS? For my "development build," I'd like non-minified third-party code, multiple JS and CSS files for easier organization, etc. For the "release build," everything should be minified, concatenated together, etc. If I was doing server-side generation of HTML, it'd be easy to have my web framework generate different development versus release HTML that includes multiple verbose versus concatenated minified code. But given that I'm only doing any static HTML, what's the best way to manage this? (I realize I could hack something together with ERB or Perl, but I'm wondering if there are any standard solutions.) In particular, since I'm not doing any server-side HTML generation, is there an easy, semi-standard way of setting up my static HTML so that it contains code like <script src="js/vendors/jquery.js"></script> <script src="js/class_a.js"></script> <script src="js/class_b.js"></script> <script src="js/main.js"></script> at development time and <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.8.2/jquery.min.js"></script> <script src="js/entire_app.min.js"></script> for release?

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  • node.js callback getting unexpected value for variable

    - by defrex
    I have a for loop, and inside it a variable is assigned with var. Also inside the loop a method is called which requires a callback. Inside the callback function I'm using the variable from the loop. I would expect that it's value, inside the callback function, would be the same as it was outside the callback during that iteration of the loop. However, it always seems to be the value from the last iteration of the loop. Am I misunderstanding scope in JavaScript, or is there something else wrong? The program in question here is a node.js app that will monitor a working directory for changes and restart the server when it finds one. I'll include all of the code for the curious, but the important bit is the parse_file_list function. var posix = require('posix'); var sys = require('sys'); var server; var child_js_file = process.ARGV[2]; var current_dir = __filename.split('/'); current_dir = current_dir.slice(0, current_dir.length-1).join('/'); var start_server = function(){ server = process.createChildProcess('node', [child_js_file]); server.addListener("output", function(data){sys.puts(data);}); }; var restart_server = function(){ sys.puts('change discovered, restarting server'); server.close(); start_server(); }; var parse_file_list = function(dir, files){ for (var i=0;i<files.length;i++){ var file = dir+'/'+files[i]; sys.puts('file assigned: '+file); posix.stat(file).addCallback(function(stats){ sys.puts('stats returned: '+file); if (stats.isDirectory()) posix.readdir(file).addCallback(function(files){ parse_file_list(file, files); }); else if (stats.isFile()) process.watchFile(file, restart_server); }); } }; posix.readdir(current_dir).addCallback(function(files){ parse_file_list(current_dir, files); }); start_server(); The output from this is: file assigned: /home/defrex/code/node/ejs.js file assigned: /home/defrex/code/node/templates file assigned: /home/defrex/code/node/web file assigned: /home/defrex/code/node/server.js file assigned: /home/defrex/code/node/settings.js file assigned: /home/defrex/code/node/apps file assigned: /home/defrex/code/node/dev_server.js file assigned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js stats returned: /home/defrex/code/node/main_urls.js For those from the future: node.devserver.js

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  • difference between cocos2d-x vs cocos2d-js

    - by MFarooqi
    I'm just moving towards native apps... A friend of mine told me to start with cocos2d, I'm good in javascript. while searching google for cocos2d, and within cocos2d-x.org i found cocos2d-x cocos2d-JSB cocos2d-html5 cocos2d-Javascript I know what cocos2d-x is for.. and what cocos2d-html5 is for.. but what is cocos2d-JSB and cocos2d-Javascript.. Can somebody please tell me.. what exactly these 2 things are.. My questions are.. Can we developer 100%pure native apps/games in cocos2d-JSB and or cocos2d-javascrpoit. I also know cocos2d-JSB is javascript bindings.. but what does that exactly mean?.. Last but not least question.. what is cocos2d-Javascript for?.. does that work alone or we need cocos2d-html5 to make it previewable in IOS/Anroid/windowsPhone.. Please give me Details.. because i'm so confused... I want to develop native apps for IOS/Android and Windows. Thank you

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  • How to display image in html image tag - node.js [on hold]

    - by ykel
    I use the following code to store image to file system and to retrieve the image, I would like to display the retrieved image on html image tag, hower the image is rendered on the response page but not on the html image tag. here is my html image tag: <img src="/show"> THIS CODE RETREIVES THE IMAGE: app.get('/show', function (req, res) { var FilePath=__dirname+"/uploads/3562_564927103528411_1723183324_n.jpg"; fs.readFile(FilePath,function(err,data){ if(err)throw err; console.log(data); res.writeHead(200, {'Content-Type': 'image/jpeg'}); res.end(data); // Send the file data to the browser. }) });

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  • Dealing with the node.js 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?

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  • Getting Started With Knockout.js

    - by Pawan_Mishra
    Client side template binding in web applications is getting popular with every passing day. More and more libraries are coming up with enhanced support for client side binding. jQuery templates is one very popular mechanism for client side template bindings. The idea with client side template binding is simple. Define the html mark-up with appropriate place holder for data. User template engines like jQuery template to bind the data(JSON formatted data) with the previously defined mark-up.In this...(read more)

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  • attaching js files to one js file but with JQuery error !

    - by uzay95
    Hi, I wanted to create one js file which includes every js files to attach them to the head tag where it is. But i am getting this error Microsoft JScript runtime error: Object expected this is my code: var baseUrl = document.location.protocol + "//" + document.location.host + '/yabant/'; // To find root path with virtual directory function ResolveUrl(url) { if (url.indexOf("~/") == 0) { url = baseUrl + url.substring(2); } return url; } // JS dosyalarinin tek noktadan yönetilmesi function addJavascript(jsname, pos) { var th = document.getElementsByTagName(pos)[0]; var s = document.createElement('script'); s.setAttribute('type', 'text/javascript'); s.setAttribute('src', jsname); th.appendChild(s); } addJavascript(ResolveUrl('~/js/1_jquery-1.4.2.min.js'), 'head'); $(document).ready(function() { addJavascript(ResolveUrl('~/js/5_json_parse.js'), 'head'); addJavascript(ResolveUrl('~/js/3_jquery.colorbox-min.js'), 'head'); addJavascript(ResolveUrl('~/js/4_AjaxErrorHandling.js'), 'head'); addJavascript(ResolveUrl('~/js/6_jsSiniflar.js'), 'head'); addJavascript(ResolveUrl('~/js/yabanYeni.js'), 'head'); addJavascript(ResolveUrl('~/js/7_ResimBul.js'), 'head'); addJavascript(ResolveUrl('~/js/8_HaberEkle.js'), 'head'); addJavascript(ResolveUrl('~/js/9_etiketIslemleri.js'), 'head'); addJavascript(ResolveUrl('~/js/bugun.js'), 'head'); addJavascript(ResolveUrl('~/js/yaban.js'), 'head'); addJavascript(ResolveUrl('~/embed/bitgravity/functions.js'), 'head'); }); Paths are right. I wanted to show you folder structure and watch panel: Any help would be greatly appreciated.

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  • loading js files dynamically via another js file?

    - by mark smith
    Hi there, is there anyway to load other JS files from within a single JS file. I would like to point my individual pages "ITS" js file and that js file would load jquery, other js files. I know i can just pop all these into the html i.e. I was thinking of separations of concerns so i was wondering if anything exists already without me reinventing the wheel.... That i would just need to edit home.js to change what other js (jquery etc) are loaded for home.htm ... home.htm would just point to home.js Thanks

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  • Node.js, Nginx and Varnish with WebSockets

    - by Joe S
    I'm in the process of architecting the backend of a new Node.js web app that i'd like to be pretty scalable, but not overkill. In all of my previous Node.js deployments, I have used Nginx to serve static assets such as JS/CSS and reverse proxy to Node (As i've heard Nginx does a much better job of this / express is not really production ready). However, Nginx does not support WebSockets. I am making extensive use of Socket.IO for the first time and discovered many articles detailing this limitation. Most of them suggest using Varnish to direct the WebSockets traffic directly to node, bypassing Nginx. This is my current setup: Varnish : Port 80 - Routing HTTP requests to Nginx and WebSockets directly to node Nginx : Port 8080 - Serving Static Assets like CSS/JS Node.js Express: Port 3000 - Serving the App, over HTTP + WebSockets However, there is now the added complexity that Varnish doesn't support HTTPS, which requires Stunnel or some other solution, it's also not load balanced yet (Perhaps i will use HAProxy or something). The complexity is stacking up! I would like to keep things simpler than this if possible. Is it still necessary to reverse proxy Node.js using Nginx when Varnish is also present? As even if express is slow at serving static files, they should theoretically be cached by Varnish. Or are there better ways to implement this?

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  • nginx: js file loads indifferently every refresh

    - by poymode
    I have this nginx problem wherein a js file in a rails app loads indifferently. Whenever I try to access the JS file in the browser and refresh the page, the scrollbar changes length meaning sometimes it loads half the js page, sometimes the whole and sometimes just a part of it. the js file size is 71K. my nginx server is on different server,separate from my rails app. when I try to access the js file directly through the app server, lets say 10.48.30.150:3000/javascripts/file.js it works fine and doesnt show any half-loaded page. but when I use the nginx server which upstreams the rails app, it shows the indifferent page loads. here is my nginx http conf error_log /usr/local/nginx/logs/error.log; pid /usr/local/nginx/logs/nginx.pid; events { worker_connections 1024; } http { include mime.types; default_type application/octet-stream; server_names_hash_bucket_size 256; access_log /usr/local/nginx/logs/access.log; sendfile on; #tcp_nopush on; keepalive_timeout 0; tcp_nodelay on; #gzip on; #gzip_min_length 4096; #gzip_buffers 16 8k; #gzip_types application/x-javascript text/css text/plain; large_client_header_buffers 4 8k; client_max_body_size 2G; include /usr/local/nginx/conf.d/*.conf; }

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  • how do I add a texture to a triangle in three.js?

    - by Kae Verens
    I've created a scene which has many cubes, spheres, etc, in it, and have been able to apply textures to those primitives, but when I want to add a texture to a simple triangle, I'm totally lost. Here's the closest I've come to getting it right: var texture=THREE.ImageUtils.loadTexture('/f/3d-images/texture-steel.jpg'); var materialDecalRoof=new THREE.MeshBasicMaterial( { 'map': texture, 'wireframe': false, 'overdraw': true } ); var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(tentX/2+1, tentY, tentZ/2+1)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(-tentX/2-1, tentY, tentZ/2+1)); geometry.faces.push(new THREE.Face4(0, 1, 2, 3)); geometry.faceVertexUvs[0].push([ new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0) ]); geometry.computeFaceNormals(); geometry.computeCentroids(); geometry.computeVertexNormals(); var mesh= new THREE.Mesh( geometry, materialDecalRoof); scene.add(mesh); This does not work. All i get is a flickering triangle (when the scene is moved) where an image should be. To test this, go to https://www.poptents.eu/3dFrame.php, upload an image in the Roof section, and drag the view to see the roof flicker. Does anyone know what I'm doing wrong here?

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  • mouse to Three.js world coordinates during TrackballControls

    - by PanChan
    I know there are a lot of answers how to translate the mouse coordinates to the Three.js world coordinates (I prefere this one). But I have troubles on calculating when using TrackballControls. First what I expect to do: I want to add a zoom function to my scene. Not by the mouse wheel, the user should be able to draw a rectangular and by lifting the mouse button, the camera is zooming on this rectangular. I've implemented all and it works, but only when the user didn't rotate/zoom/pan with TrackballControls! If the camera was manipulated, I get wrong coordinates for my drawn rectangular. I really can't figure out why... I only know that it's an issue with TrackballControls, because without them, it works. Does anyone see my mistake? I'm sitting here for two days now and can't find it.... :( var onZoomPlaneMouseDown = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; if(mouseButton === 1){ var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneUpperCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); innerPlane.style.display = "block"; innerPlane.style.top = event.clientY + "px"; innerPlane.style.left = event.clientX + "px"; } if(mouseButton === 3){ plane.style.display = "none"; innerPlane.style.display = "none"; } }; var onZoomPlaneMouseUp = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneLowerCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); if(mouseButton === 1){ plane.style.display = "none"; innerPlane.style.display = "none"; var center = new THREE.Vector3(); center.subVectors(zoomPlaneLowerCorner, zoomPlaneUpperCorner); center.multiplyScalar( 0.5 ); center.add(zoomPlaneUpperCorner); var rayDir = new THREE.Vector3(); rayDir.subVectors(center, camera.position ).normalize(); controls.target = center; var height = zoomPlaneUpperCorner.y - zoomPlaneLowerCorner.y; var distanceToCenter = camera.position.distanceTo(center); var minDist = (height / 2) / (Math.tan((camera.fov/2)*Math.PI/180)); camera.translateOnAxis(rayDir, (distanceToCenter - minDist)); } };

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  • What are the differences between these three patterns of "class" definitions in JavaScript?

    - by user1889765
    Are there any important/subtle/significant differences under the hood when choosing to use one of these three patterns over the others? And, are there any differences between the three when "instantiated" via Object.create() vs the new operator? The pattern that CoffeeScript uses when translating "class" definitions: Animal = (function() { function Animal(name) { this.name = name; } Animal.prototype.move = function(meters) { return alert(this.name + (" moved " + meters + "m.")); }; return Animal; })(); and The pattern that Knockout seems to promote: var DifferentAnimal = function(name){ var self = this; self.name = name; self.move = function(meters){ return alert(this.name + (" moved " + meters + "m.")); }; return {name:self.name, move:self.move}; } and The pattern that Backbone promotes: var OneMoreAnimal= ClassThatAlreadyExists.extend({ name:'', move:function(){} });

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  • jquery.ui.draggable.js and jquery.ui.widget.js conflict

    - by Daniel S
    hello I had a working application, which uses a jquery ui dialog. I wanted to make the dialog draggable. As far as I know the only thing needed is the jquery.ui.draggable.js script. So I added it to the scripts I am using, but know I get the following error (as shown in the firebug console): base is not a constructor The relevante line in jquery.ui.widget.js is: var basePrototype = new base(); This is how I am adding all the scripts: <script type="text/javascript" src="/media/development-bundle/jquery-1.4.2.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.core.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.widget.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.draggable.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.position.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.autocomplete.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.dialog.js"></script> Am I doing something wrong? or is this a problem with jquery? Thanks in advance for any help

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  • Three.js: texture to datatexture

    - by Alessandro Pezzato
    I'm trying to implement a delayed webcam viewer in javascript, using Three.js for WebGL capabilities. I need to store frames grabbed from webcam, so they can be shown after some time (some milliseconds to some seconds). I'm able to do this without Three.js, using canvas and getImageData(). You can find an example on jsfidle. I'm trying to find a way to do this without canvas, but using Three.js Texture or DataTexture object. Here an example of what I'm trying. The problem is that I cannot find how to copy the image from a Texture (image is of type HTMLVideoElement) to another. In rotateFrames() function the older frame should be lost and newer should replace, like in a FIFO. But the line frames[i].image = frames[i + 1].image; is just copying the reference, not the texture data. I guess DataTexture should do this, but I'm not able to get a DataTexture out of a Texture or HTMLVideoElement. Any idea?

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