I'm starting with paper.js. I like the fact that it introduces the possibility to have a script with a text/paperscript mime type, which runs in its on scope. However, scripts can become large pretty soon, so I want to be able to divide it in multiple scripts for readability. I thought I could just add more than one script tag and have them all run in the same scope, but apparently this isn't the case.
Both scripts are loaded and do run, but the second script doesn't seem to be in the paper scope.
I've set up an example here: http://barbata.nl/SO/Maps/ This example has some code, but I'll point out the important bits.
It contains two paperscripts:
Maps.js is the main script, which rasterizes the image and allows moving it around. You can ignore the code in this script, for it works fine so far.
Zoom.js is the script in which I wanted to isolate zooming functionality. It uses jq.mobi to capture the scroll wheel of the mouse, since Paper.js doesn't seem to have that event. It then translates that to a call to onMouseScroll, in a similar way Paper does it.
So far so good. The actual problem arises with the zoomIn and zoomOut functions in zoom.js.
It works if I explicity use the paper object to reference the view I want to zoom:
function zoomIn()
{
if (paper.view.zoom < 2)
{
paper.view.zoom = paper.view.zoom * 2;
}
}
But it fails when I remove paper and just reference the view:
function zoomIn()
{
if (view.zoom < 2)
{
view.zoom = view.zoom * 2;
}
}
This surprises me, as I expected the script to be a Paperscript, running in the Paperscope. It works fine if I put this code in Maps.js, so it seems that although zoom.js is loaded by Paper.js (the developer tools in the browser confirm this), it isn't run in the Paperscope.
My question is: are my findings correct? Am I doing something wrong? What is the right way to divide a Paper.js application into multiple units for readability?
Of course I can get it running, but I want to make sure I do it right.
This is indeed how it works. I've opened an issue on GitHub
I found that the "cleanest" way is to do it with this.install(window). It also makes error finding with Chrome developer tools easier since it is more adapted to reporting on the line errors in java-script than "paperscript".
in index.html (for example):
<script type="text/javascript" src='js/other_lib.js'></script>
<script type="text/paperscript" canvas="canvas">
this.install(window);
/*no code 'required' here */
</script>
<body>
<canvas id="canvas" width="1500" height="500"></canvas>
</body>
Then in the js/other_lib.js i just add code as normal:
var r = new Path.Rectangle([100,100],[200,200]);
r.fillColor = 'black';
/*more code here*/
This should generate a rectangle.
What DOES'T NOT WORK for me (as of Paper.js v0.10.2 Release Date: 9. July 2016) is the object operators. Such as adding vecrots pointc = pointa + pointb; for me this is giving a lot of NaN values.
I have had to edit a few libs to get this working, but the change is simple:
var pointc = new Point(pointa.x+pointb.x,pointa.y + pointb.y);
Related
Pls help me
A few weeks ago it came out of gamemaker 2.3, practically in the gamemaker language they changed the scripts into functions, but now after converting the files to be able to reopen them, I double-checked all the scripts and etc but anyway when I start it it remains a black screen, however it doesn't give me any compilation errors or whatever, what could be the problem?
Ps.
I might sound stupid, but if someone has the same program as me I can pass the project to them so they can see the scripts for themselves, so basically it's just the base and there is only the script to make the player walk and for collisions, I know that no one would want to waste time, but I ask the same
Its possible that your code is stuck in an infinite loop, here's an example of what that might look like:
var doloop = true
while(doloop == true){
x += 1
y += 1
}
the "doloop" variable is never changed within the while loop, so it is always equal to true and the loop never ends. Because the code never finishes looping, it can never get around to drawing anything, so you end up with a black screen. The easiest way to check for these is to put a breakpoint/debugging point at the beginning and just after every while/for/do/ect loop and debug it. e.g. (I am using asterisks "*" to represent breakpoints)
var doloop = true
* while(doloop == true){
x += 1
y += 1
}
*
When you get to one of the loops remove the first breakpoint and hit the "continue" button in the debugger. If it (it being the computer) takes an longer than it should to hit the second breakpoint (as in, you wait for a ten seconds to or two minutes (depends on how complex the code is) and it still hasn't hit the second breakpoint), then you should replace the breakpoint at the beginning of the loop to check and make sure it is still in there. If it is still in the loop, then that is likely where the code is getting stuck. Review the loop and everywhere any associated variables are set/changed, and you should be able to find the problem (even if it takes a while).
Majestic_Monkey_ and the commentors are correct: use the debugger. It's easy and it's your friend. Just place a red circle on the very first line of code that runs, and click the little bug icon and you can step through your code easily.
But to address your specific issue (or if anyone in the future has this issue): scripts have changed into files that can have many functions. Where you used to have
//script_name
var num = argument0 + argument1;
return num;
You would now have
function script_name(a, b) {
var num = a + b;
return num;
}
All you have to do is create a decleration for your new function:
function my_function_name(argument_names, etc...)
Then wrap all your old code in { }, and replace all those ugly "argument0" things with actual names. It's that easy. Plus you can have more than one function per script!
Often in Jupyter I'd move to different parts of the notebook to look at something, and when I am done I want to jump back to where I was working on previously. Right now I'd have to navigate to the closest Markdown section (through the Jupyter Notebook Extensions) and move up or down to get to where I was. Is there a way to jump directly to the last cell that I have made an edit (preferably through keyboard shortcut)? Thanks!
Ideally this would be a built-in shortcut of course, but in the meantime:
Option 1: Custom JavaScript
If you get a browser extension like Custom JavaScript for Websites 2 (open-source), then you can use this code to record a stack of scroll position histories and jump backwards with Ctrl+Shift+X:
// Visit JupyterLab in browser and click the Custom JS browser extension icon and then paste this:
if(location.href.startsWith("http://localhost:8888/lab")) {
let scrollLocationsHistories = new Map();
let scrollBinHeight = 100;
window.addEventListener("keydown", (e) => {
let notebookEl = document.querySelector(".jp-mod-searchable .jp-NotebookPanel-notebook");
if(!scrollLocationsHistories.has(notebookEl)) scrollLocationsHistories.set(notebookEl, [])
let scrollLocationsHistory = scrollLocationsHistories.get(notebookEl);
if(e.ctrlKey && e.shiftKey && e.key === "X") {
if(scrollLocationsHistory.length > 0) {
e.preventDefault();
let origScrollPos = notebookEl.scrollTop;
notebookEl.scrollTo(0, scrollLocationsHistory.pop()*scrollBinHeight);
let newScrollPos = notebookEl.scrollTop;
if(Math.abs(origScrollPos-newScrollPos) < scrollBinHeight && scrollLocationsHistory.length > 0) {
notebookEl.scrollTo(0, scrollLocationsHistory.pop()*scrollBinHeight); // jump back again because last edit position was close to current position
}
console.log("Scroll History (newest locations at end):", scrollLocationsHistory.map(v => v*scrollBinHeight))
}
} else if(!e.ctrlKey && !e.shiftKey && document.activeElement.tagName.toLowerCase() === "textarea") {
let scrollBin = Math.round(notebookEl.scrollTop/scrollBinHeight);
if(scrollLocationsHistory[scrollLocationsHistory.length-1] !== scrollBin) {
scrollLocationsHistory.push(scrollBin);
if(scrollLocationsHistory.length > 500) scrollLocationsHistory = scrollLocationsHistory.slice(-250);
}
}
});
}
It's just an initial prototype, but it seems to work quite well so far. You may want to adjust it a bit - e.g. scrollBinHeight causes nearby edits that are within scrollBinHeight pixels of one another to not create a second history entry. You'll need to edit http://localhost:8888/lab to match the URL that you want to enable it on. If you're reading this long after I've written it, then you may also need to change document.querySelector(".jp-mod-searchable .jp-NotebookPanel-notebook") (i.e. the main scrolling element of the active notebook) in case they've updated the HTML class names, or HTML structure.
Option 2: Fold Often
Another possible option (which may be impractical depending on your use case) is to get used to folding cells that you're not currently working on. That makes it much easy to quickly scroll between cells that you're working on.
Option 3: Search Hack
If you're working on a particular cell but often have to jump to another one, you can add a comment like #vv (or any random easy-to-type string) to both of those cells and then whenever you need to jump between them, just press Ctrl+F and then Enter. The first time you do this you'll obviously need to type vv in the search box, but after that it'll be remembered (unless you use the search for another string). The disadvantage of this approach is that you need to "prune" the #vvs from cells that you're no longer working on.
echap to go to command mode, then Ctrl + z will undo your last change, which will bring the focus on the last edited cell. ctrl + y will redo the last modification.
(Only tested on python3 kernel)
EDIT Actually if you press ctrl + z just once, you only get the focus part, without modifying your cell. Then press enter to go to edit mode, which scrolls the page to the active cell.
I'm having a strange issue I haven't seen occur. I am trying to do some basic addition to some variables like this:
#screen-break-sm: 768px;
#screen-break-md: 992px;
#screen-max-mobile: #screen-break-sm;
#screen-min-desktop: #screen-break-sm + 1;
Then, those values are being used in some media queries. When it is compiled using gulp-less (version ~3.0.0 in package.json) via Gulp, the output ends up being something like:
#media (min-width:768px + 1) {
// CSS
}
I'm expecting:
#media (min-width:769px) {
// CSS
}
I have tried doing the addition as both #screen-break-sm + 1 and also screen-break-sm + 1px. I've also tried removing the px part of the original values and doing the add and appending the px afterwards, but that doesn't add either.
In case it is relevant, this is one of the gulp scripts that builds a section where I first ran into this issue:
module.exports = function (build) {
return function () {
var pagesPath = build.options.styles.buildPath + '/pages/';
return build.gulp.src('./resources/assets/less/pages/**/*')
.pipe(build.plugins.less({
paths: [ build.plugins.path.join(__dirname, 'less', 'vendor', 'theme', 'bootstrap') ]
})).on('error', build.errorHandler)
.pipe(build.plugins.minifyCss()).on('error', build.errorHandler)
.pipe(build.plugins.extReplace('.min.css')).on('error', build.errorHandler)
.pipe(build.gulp.dest(pagesPath));
};
};
Any ideas why LESS is concatenating/appending instead of performing addition?
[EDIT]
While the solution is the same as the other question that was identified as a possible duplicate, that question does not discuss the problem that users will encounter directly, and therefore I think this question is much better suited for searching purposes. I never found that solution after an hour of Googling and only after getting the answer and the "strict math" verbiage did that other question show up.
Look at strict math option which default value is OFF. Are you sure that for some reason you don't have it set to ON?
lessc -sm=on
lessc --strict-math=on
Ive started using Aptana 3 today and really like it,
However I'm struggling to find out if I can code fold to specific levels.
For example I can push Ctrl+Shift+Divide and will collapse EVERYTHING imaginable.
Including the class.
lets just say my doc is as follows:
class Kill_model extends Game_Model{
function shoot(){
//code
//code
//code
//code
//code
}
function respawn(){
//code
//code
//code
//code
//code
}
function spectate(){
//code
//code
//code
//code
//code
}
}
The default will collapse to
class Kill_model extends Game_Model{}
I've been using PHPEdit in the past, and like to "Fold to Level 2"
This gives me the appearance of
class Kill_model extends Game_Model{
function shoot(){}
function respawn(){}
function spectate(){}
}
I was wondering if its possible to just fold down to level 2, by level 2 I assume it means 2 levels deep. Level 1 = Class, level 2 = functions within.
Many thanks.
Ok, so level folding is available in Aptana, it just isn't built into PHP editing, only Source editing. To add it to PHP, you can go to Commands > Source > Edit this Bundle, and the Commands > PHP > Edit this Bundle and copy Source/commands/folding.rb to PHP/commands/folding.rb (this will be a new file). If you do not have Option and Command keys (Mac, I believe), you will want to change the keybindings in this file to something else, like Control and Alt. You will find the keybinding in the folding.rb file looking something like this:
with_defaults :input => :none, :output => :discard, :key_binding => "OPTION+COMMAND+0" do
and a second time like this:
cmd.key_binding = "CONTROL+ALT+" + level.to_s
Just change the OPTION to CONTROL and the COMMAND to ALT, and you will have a new Ctrl+Alt+ shortcut once you restart Aptana.
See my second answer for more direct info... I thought I'd leave this one in case it helps someone with a similar but not quite the same problem...
I can't speak for the keyboard shortcut because I don't know where numpad_divide is on my laptop (no numpad) - but if you look under Window > Preferences > Aptana Studio > Editors > PHP, you can choose to initially fold "these elements" - if you check "Functions" I think you may get the folding you are looking for. However, I do not think this preference will affect the behavior of Ctrl+Shift+Divide aka Collapse All.
There is also a command to collapse the current block (Ctrl+Numpad_minus) but I think this would be less useful to you.
You may also find the Quick Outline helpful, if you are looking for a short overview of the available classes and functions in your file. This can be accessed with Ctrl+O (or right click > Quick Outline).
Edit: Playing around with Aptana today I found, under Commands > Source > Folding > Toggle Foldings at Level > Level <x>. There appears to be a shortcut associated with each level, Alt+1, Alt+2, etc. but it doesn't work for me. I also don't see an option to configure a shortcut for these commands, but you can theoretically make your own.
I am new to programming with no formal programming training, so please excuse this newbie question. I can't seem to find a definitive answer on it, and need to be sure.
Here's the scenario: sometimes I need to try different lines of code to see if they work, but still want to keep the original lines in there in case the new lines don't work (or for future reference). I thought by putting // in front of the line I want to "comment out" would mean the line of code would be ignored when compiling the program, but my app crashed and pointed to a line I thought was commented out. I am using Xcode 4.
Is there another symbol I should be using to comment out lines or blocks of code? For example, will /* at the beginning and */ at the end accomplish this?
For "commenting out" big blocks of code, I do conditionals like:
#if I_AM_TESTING_SO_DONT_COMPILE_THIS
...
...
...
...
#endif // I_AM_TESTING_SO_DONT_COMPILE_THIS
And yes, the traditional C-style /* and */ also work to "comment out" blocks of code.
The reason your compile crashed with // is because while a single line gets commented out, you might have had some extra code on a second line.
Such as:
//NSString * someContentFromSomewhere = [[NSString alloc] initWithContentsOfURL:
[NSURL URLWithString: #"http://www.stackoverflow.com"]];
The first line is commented out. The second line is a syntax error.
Also, make sure you do a clean build. It's possible that sometimes old object files are used and even though you commented out a line in the IDE, it may not have build with that updated file.