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  • Integrating JavaScript Unit Tests with Visual Studio

    - by Stephen Walther
    Modern ASP.NET web applications take full advantage of client-side JavaScript to provide better interactivity and responsiveness. If you are building an ASP.NET application in the right way, you quickly end up with lots and lots of JavaScript code. When writing server code, you should be writing unit tests. One big advantage of unit tests is that they provide you with a safety net that enable you to safely modify your existing code – for example, fix bugs, add new features, and make performance enhancements -- without breaking your existing code. Every time you modify your code, you can execute your unit tests to verify that you have not broken anything. For the same reason that you should write unit tests for your server code, you should write unit tests for your client code. JavaScript is just as susceptible to bugs as C#. There is no shortage of unit testing frameworks for JavaScript. Each of the major JavaScript libraries has its own unit testing framework. For example, jQuery has QUnit, Prototype has UnitTestJS, YUI has YUI Test, and Dojo has Dojo Objective Harness (DOH). The challenge is integrating a JavaScript unit testing framework with Visual Studio. Visual Studio and Visual Studio ALM provide fantastic support for server-side unit tests. You can easily view the results of running your unit tests in the Visual Studio Test Results window. You can set up a check-in policy which requires that all unit tests pass before your source code can be committed to the source code repository. In addition, you can set up Team Build to execute your unit tests automatically. Unfortunately, Visual Studio does not provide “out-of-the-box” support for JavaScript unit tests. MS Test, the unit testing framework included in Visual Studio, does not support JavaScript unit tests. As soon as you leave the server world, you are left on your own. The goal of this blog entry is to describe one approach to integrating JavaScript unit tests with MS Test so that you can execute your JavaScript unit tests side-by-side with your C# unit tests. The goal is to enable you to execute JavaScript unit tests in exactly the same way as server-side unit tests. You can download the source code described by this project by scrolling to the end of this blog entry. Rejected Approach: Browser Launchers One popular approach to executing JavaScript unit tests is to use a browser as a test-driver. When you use a browser as a test-driver, you open up a browser window to execute and view the results of executing your JavaScript unit tests. For example, QUnit – the unit testing framework for jQuery – takes this approach. The following HTML page illustrates how you can use QUnit to create a unit test for a function named addNumbers(). <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title>Using QUnit</title> <link rel="stylesheet" href="http://github.com/jquery/qunit/raw/master/qunit/qunit.css" type="text/css" /> </head> <body> <h1 id="qunit-header">QUnit example</h1> <h2 id="qunit-banner"></h2> <div id="qunit-testrunner-toolbar"></div> <h2 id="qunit-userAgent"></h2> <ol id="qunit-tests"></ol> <div id="qunit-fixture">test markup, will be hidden</div> <script type="text/javascript" src="http://code.jquery.com/jquery-latest.js"></script> <script type="text/javascript" src="http://github.com/jquery/qunit/raw/master/qunit/qunit.js"></script> <script type="text/javascript"> // The function to test function addNumbers(a, b) { return a+b; } // The unit test test("Test of addNumbers", function () { equals(4, addNumbers(1,3), "1+3 should be 4"); }); </script> </body> </html> This test verifies that calling addNumbers(1,3) returns the expected value 4. When you open this page in a browser, you can see that this test does, in fact, pass. The idea is that you can quickly refresh this QUnit HTML JavaScript test driver page in your browser whenever you modify your JavaScript code. In other words, you can keep a browser window open and keep refreshing it over and over while you are developing your application. That way, you can know very quickly whenever you have broken your JavaScript code. While easy to setup, there are several big disadvantages to this approach to executing JavaScript unit tests: You must view your JavaScript unit test results in a different location than your server unit test results. The JavaScript unit test results appear in the browser and the server unit test results appear in the Visual Studio Test Results window. Because all of your unit test results don’t appear in a single location, you are more likely to introduce bugs into your code without noticing it. Because your unit tests are not integrated with Visual Studio – in particular, MS Test -- you cannot easily include your JavaScript unit tests when setting up check-in policies or when performing automated builds with Team Build. A more sophisticated approach to using a browser as a test-driver is to automate the web browser. Instead of launching the browser and loading the test code yourself, you use a framework to automate this process. There are several different testing frameworks that support this approach: · Selenium – Selenium is a very powerful framework for automating browser tests. You can create your tests by recording a Firefox session or by writing the test driver code in server code such as C#. You can learn more about Selenium at http://seleniumhq.org/. LTAF – The ASP.NET team uses the Lightweight Test Automation Framework to test JavaScript code in the ASP.NET framework. You can learn more about LTAF by visiting the project home at CodePlex: http://aspnet.codeplex.com/releases/view/35501 jsTestDriver – This framework uses Java to automate the browser. jsTestDriver creates a server which can be used to automate multiple browsers simultaneously. This project is located at http://code.google.com/p/js-test-driver/ TestSwam – This framework, created by John Resig, uses PHP to automate the browser. Like jsTestDriver, the framework creates a test server. You can open multiple browsers that are automated by the test server. Learn more about TestSwarm by visiting the following address: https://github.com/jeresig/testswarm/wiki Yeti – This is the framework introduced by Yahoo for automating browser tests. Yeti uses server-side JavaScript and depends on Node.js. Learn more about Yeti at http://www.yuiblog.com/blog/2010/08/25/introducing-yeti-the-yui-easy-testing-interface/ All of these frameworks are great for integration tests – however, they are not the best frameworks to use for unit tests. In one way or another, all of these frameworks depend on executing tests within the context of a “living and breathing” browser. If you create an ASP.NET Unit Test then Visual Studio will launch a web server before executing the unit test. Why is launching a web server so bad? It is not the worst thing in the world. However, it does introduce dependencies that prevent your code from being tested in isolation. One of the defining features of a unit test -- versus an integration test – is that a unit test tests code in isolation. Another problem with launching a web server when performing unit tests is that launching a web server can be slow. If you cannot execute your unit tests quickly, you are less likely to execute your unit tests each and every time you make a code change. You are much more likely to fall into the pit of failure. Launching a browser when performing a JavaScript unit test has all of the same disadvantages as launching a web server when performing an ASP.NET unit test. Instead of testing a unit of JavaScript code in isolation, you are testing JavaScript code within the context of a particular browser. Using the frameworks listed above for integration tests makes perfect sense. However, I want to consider a different approach for creating unit tests for JavaScript code. Using Server-Side JavaScript for JavaScript Unit Tests A completely different approach to executing JavaScript unit tests is to perform the tests outside of any browser. If you really want to test JavaScript then you should test JavaScript and leave the browser out of the testing process. There are several ways that you can execute JavaScript on the server outside the context of any browser: Rhino – Rhino is an implementation of JavaScript written in Java. The Rhino project is maintained by the Mozilla project. Learn more about Rhino at http://www.mozilla.org/rhino/ V8 – V8 is the open-source Google JavaScript engine written in C++. This is the JavaScript engine used by the Chrome web browser. You can download V8 and embed it in your project by visiting http://code.google.com/p/v8/ JScript – JScript is the JavaScript Script Engine used by Internet Explorer (up to but not including Internet Explorer 9), Windows Script Host, and Active Server Pages. Internet Explorer is still the most popular web browser. Therefore, I decided to focus on using the JScript Script Engine to execute JavaScript unit tests. Using the Microsoft Script Control There are two basic ways that you can pass JavaScript to the JScript Script Engine and execute the code: use the Microsoft Windows Script Interfaces or use the Microsoft Script Control. The difficult and proper way to execute JavaScript using the JScript Script Engine is to use the Microsoft Windows Script Interfaces. You can learn more about the Script Interfaces by visiting http://msdn.microsoft.com/en-us/library/t9d4xf28(VS.85).aspx The main disadvantage of using the Script Interfaces is that they are difficult to use from .NET. There is a great series of articles on using the Script Interfaces from C# located at http://www.drdobbs.com/184406028. I picked the easier alternative and used the Microsoft Script Control. The Microsoft Script Control is an ActiveX control that provides a higher level abstraction over the Window Script Interfaces. You can download the Microsoft Script Control from here: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=d7e31492-2595-49e6-8c02-1426fec693ac After you download the Microsoft Script Control, you need to add a reference to it to your project. Select the Visual Studio menu option Project, Add Reference to open the Add Reference dialog. Select the COM tab and add the Microsoft Script Control 1.0. Using the Script Control is easy. You call the Script Control AddCode() method to add JavaScript code to the Script Engine. Next, you call the Script Control Run() method to run a particular JavaScript function. The reference documentation for the Microsoft Script Control is located at the MSDN website: http://msdn.microsoft.com/en-us/library/aa227633%28v=vs.60%29.aspx Creating the JavaScript Code to Test To keep things simple, let’s imagine that you want to test the following JavaScript function named addNumbers() which simply adds two numbers together: MvcApplication1\Scripts\Math.js function addNumbers(a, b) { return 5; } Notice that the addNumbers() method always returns the value 5. Right-now, it will not pass a good unit test. Create this file and save it in your project with the name Math.js in your MVC project’s Scripts folder (Save the file in your actual MVC application and not your MVC test application). Creating the JavaScript Test Helper Class To make it easier to use the Microsoft Script Control in unit tests, we can create a helper class. This class contains two methods: LoadFile() – Loads a JavaScript file. Use this method to load the JavaScript file being tested or the JavaScript file containing the unit tests. ExecuteTest() – Executes the JavaScript code. Use this method to execute a JavaScript unit test. Here’s the code for the JavaScriptTestHelper class: JavaScriptTestHelper.cs   using System; using System.IO; using Microsoft.VisualStudio.TestTools.UnitTesting; using MSScriptControl; namespace MvcApplication1.Tests { public class JavaScriptTestHelper : IDisposable { private ScriptControl _sc; private TestContext _context; /// <summary> /// You need to use this helper with Unit Tests and not /// Basic Unit Tests because you need a Test Context /// </summary> /// <param name="testContext">Unit Test Test Context</param> public JavaScriptTestHelper(TestContext testContext) { if (testContext == null) { throw new ArgumentNullException("TestContext"); } _context = testContext; _sc = new ScriptControl(); _sc.Language = "JScript"; _sc.AllowUI = false; } /// <summary> /// Load the contents of a JavaScript file into the /// Script Engine. /// </summary> /// <param name="path">Path to JavaScript file</param> public void LoadFile(string path) { var fileContents = File.ReadAllText(path); _sc.AddCode(fileContents); } /// <summary> /// Pass the path of the test that you want to execute. /// </summary> /// <param name="testMethodName">JavaScript function name</param> public void ExecuteTest(string testMethodName) { dynamic result = null; try { result = _sc.Run(testMethodName, new object[] { }); } catch { var error = ((IScriptControl)_sc).Error; if (error != null) { var description = error.Description; var line = error.Line; var column = error.Column; var text = error.Text; var source = error.Source; if (_context != null) { var details = String.Format("{0} \r\nLine: {1} Column: {2}", source, line, column); _context.WriteLine(details); } } throw new AssertFailedException(error.Description); } } public void Dispose() { _sc = null; } } }     Notice that the JavaScriptTestHelper class requires a Test Context to be instantiated. For this reason, you can use the JavaScriptTestHelper only with a Visual Studio Unit Test and not a Basic Unit Test (These are two different types of Visual Studio project items). Add the JavaScriptTestHelper file to your MVC test application (for example, MvcApplication1.Tests). Creating the JavaScript Unit Test Next, we need to create the JavaScript unit test function that we will use to test the addNumbers() function. Create a folder in your MVC test project named JavaScriptTests and add the following JavaScript file to this folder: MvcApplication1.Tests\JavaScriptTests\MathTest.js /// <reference path="JavaScriptUnitTestFramework.js"/> function testAddNumbers() { // Act var result = addNumbers(1, 3); // Assert assert.areEqual(4, result, "addNumbers did not return right value!"); }   The testAddNumbers() function takes advantage of another JavaScript library named JavaScriptUnitTestFramework.js. This library contains all of the code necessary to make assertions. Add the following JavaScriptnitTestFramework.js to the same folder as the MathTest.js file: MvcApplication1.Tests\JavaScriptTests\JavaScriptUnitTestFramework.js var assert = { areEqual: function (expected, actual, message) { if (expected !== actual) { throw new Error("Expected value " + expected + " is not equal to " + actual + ". " + message); } } }; There is only one type of assertion supported by this file: the areEqual() assertion. Most likely, you would want to add additional types of assertions to this file to make it easier to write your JavaScript unit tests. Deploying the JavaScript Test Files This step is non-intuitive. When you use Visual Studio to run unit tests, Visual Studio creates a new folder and executes a copy of the files in your project. After you run your unit tests, your Visual Studio Solution will contain a new folder named TestResults that includes a subfolder for each test run. You need to configure Visual Studio to deploy your JavaScript files to the test run folder or Visual Studio won’t be able to find your JavaScript files when you execute your unit tests. You will get an error that looks something like this when you attempt to execute your unit tests: You can configure Visual Studio to deploy your JavaScript files by adding a Test Settings file to your Visual Studio Solution. It is important to understand that you need to add this file to your Visual Studio Solution and not a particular Visual Studio project. Right-click your Solution in the Solution Explorer window and select the menu option Add, New Item. Select the Test Settings item and click the Add button. After you create a Test Settings file for your solution, you can indicate that you want a particular folder to be deployed whenever you perform a test run. Select the menu option Test, Edit Test Settings to edit your test configuration file. Select the Deployment tab and select your MVC test project’s JavaScriptTest folder to deploy. Click the Apply button and the Close button to save the changes and close the dialog. Creating the Visual Studio Unit Test The very last step is to create the Visual Studio unit test (the MS Test unit test). Add a new unit test to your MVC test project by selecting the menu option Add New Item and selecting the Unit Test project item (Do not select the Basic Unit Test project item): The difference between a Basic Unit Test and a Unit Test is that a Unit Test includes a Test Context. We need this Test Context to use the JavaScriptTestHelper class that we created earlier. Enter the following test method for the new unit test: [TestMethod] public void TestAddNumbers() { var jsHelper = new JavaScriptTestHelper(this.TestContext); // Load JavaScript files jsHelper.LoadFile("JavaScriptUnitTestFramework.js"); jsHelper.LoadFile(@"..\..\..\MvcApplication1\Scripts\Math.js"); jsHelper.LoadFile("MathTest.js"); // Execute JavaScript Test jsHelper.ExecuteTest("testAddNumbers"); } This code uses the JavaScriptTestHelper to load three files: JavaScripUnitTestFramework.js – Contains the assert functions. Math.js – Contains the addNumbers() function from your MVC application which is being tested. MathTest.js – Contains the JavaScript unit test function. Next, the test method calls the JavaScriptTestHelper ExecuteTest() method to execute the testAddNumbers() JavaScript function. Running the Visual Studio JavaScript Unit Test After you complete all of the steps described above, you can execute the JavaScript unit test just like any other unit test. You can use the keyboard combination CTRL-R, CTRL-A to run all of the tests in the current Visual Studio Solution. Alternatively, you can use the buttons in the Visual Studio toolbar to run the tests: (Unfortunately, the Run All Impacted Tests button won’t work correctly because Visual Studio won’t detect that your JavaScript code has changed. Therefore, you should use either the Run Tests in Current Context or Run All Tests in Solution options instead.) The results of running the JavaScript tests appear side-by-side with the results of running the server tests in the Test Results window. For example, if you Run All Tests in Solution then you will get the following results: Notice that the TestAddNumbers() JavaScript test has failed. That is good because our addNumbers() function is hard-coded to always return the value 5. If you double-click the failing JavaScript test, you can view additional details such as the JavaScript error message and the line number of the JavaScript code that failed: Summary The goal of this blog entry was to explain an approach to creating JavaScript unit tests that can be easily integrated with Visual Studio and Visual Studio ALM. I described how you can use the Microsoft Script Control to execute JavaScript on the server. By taking advantage of the Microsoft Script Control, we were able to execute our JavaScript unit tests side-by-side with all of our other unit tests and view the results in the standard Visual Studio Test Results window. You can download the code discussed in this blog entry from here: http://StephenWalther.com/downloads/Blog/JavaScriptUnitTesting/JavaScriptUnitTests.zip Before running this code, you need to first install the Microsoft Script Control which you can download from here: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=d7e31492-2595-49e6-8c02-1426fec693ac

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  • Importance of scripting engine at Cocos2d Game Engine

    - by Mahbubur R Aaman
    Each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to engine). Cocos2D is a great product on it’s own, but it doesn’t expose engine functionality to a scripting Language like Lua, JavaScript etc. My Question: How much important to integrate a Scripting Engine at Cocos2d?

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  • CHAT ROOMs 7 by 6

    - by user2939942
    I am looking for chatroom on one page with 7 loggedin users and 6+rows for say 42 users.these users will keep on adding wthnew users.Need urgent help.A PRETTY UNUSUAL Q FOR MOST OF U.What is MORE REQ new features: Usernames are unique to users currently chatting You can see a "currently chatting" user list There are multiple rooms for chatting <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Simpla Admin</title> <link rel="stylesheet" href="resources/css/reset.css" type="text/css" media="screen" /> <link rel="stylesheet" href="resources/css/style.css" type="text/css" media="screen" /> <link rel="stylesheet" href="resources/css/invalid.css" type="text/css" media="screen" /> <script type="text/javascript" src="resources/scripts/jquery-1.3.2.min.js"></script> <script type="text/javascript" src="resources/scripts/simpla.jquery.configuration.js"></script> <script type="text/javascript" src="resources/scripts/facebox.js"></script> <script type="text/javascript" src="resources/scripts/jquery.wysiwyg.js"></script> <script type="text/javascript" src="resources/scripts/jquery.datePicker.js"></script> <script type="text/javascript" src="resources/scripts/jquery.date.js"></script> <script language="JavaScript" type="text/javascript" src="suggest3.js"></script><script language="javascript"> function popitappup4() { var aid=document.a.cid.value; var url="followup.php?id="+aid; alert(url); newwindow=window.open(url,'name','height=480,width=480, scrollbars=yes'); if (window.focus) {newwindow.focus()} return false; } </script> <script type="text/javascript" src="highslide-with-html.js"></script> <link rel="stylesheet" type="text/css" href="highslide.css" /> <script type="text/javascript"> hs.graphicsDir = 'graphics/'; hs.outlineType = 'rounded-white'; hs.wrapperClassName = 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border="0" cellspacing="0" cellpadding="0"> <tr> <td width="210"><div align="right" style="font-size:22px; color:#FFFFFF"><b>OPD Search</b></div></td> <td width="30"><div align="right"></div></td> </tr> <tr> <td align="right">&nbsp;</td> <td align="right">&nbsp;</td> </tr> <tr> <td align="right"><div align="right"> <input type="text" name="psearch" id="psearch" class="text-input" style="width:45mm;" /> </div></td> <td align="right"><div align="right"></div></td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> </tr> <tr> <td><div align="right"></div></td> <td><div align="right"></div></td> </tr> </table> </form> <div id="profile-links"> <a href="welcome.php" title="Sign Out" style="font-size:16px" ><b> </b></a> <br /> <a href="sample.php" title="Chat">Chat</a> </div></div> <!-- End #sidebar --> <div id="main-content"> <!-- Main Content Section with everything --> <noscript> <!-- Show a notification if the user has disabled javascript --> </noscript> <div style="width:100%; height: 600px; 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href="javascript:void(0)" onClick="javascript:chatWith('rachana')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>rachana</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('sunita')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>sunita</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('kavye')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>kavye</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('paridhi')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>paridhi</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('paridhi')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>paridhi</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drsonika')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drsonika</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('anny')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>anny</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('nitansh')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>nitansh</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drekta')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drekta</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drritesh')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drritesh</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('neeraj')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>neeraj</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('neeraj')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>neeraj</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drneha')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drneha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('kirti')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>kirti</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drratna')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drratna</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drratana')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drratana</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drnoopur')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drnoopur</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('admin k')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>admin k</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('web')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>web</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drarti')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drarti</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drsaqib')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drsaqib</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('neelesh')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>neelesh</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('pooja')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>pooja</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drneha')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drneha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drnupur')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drnupur</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('isha')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>isha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('isha')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>isha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drnamrata')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drnamrata</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('ashish')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>ashish</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('ambrish')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>ambrish</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drrashmi')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drrashmi</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drsapna')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drsapna</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('manisha')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>manisha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('Isha')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>Isha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drrashmi')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drrashmi</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('Dr Meghna')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>Dr Meghna</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('akanksha')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>akanksha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drashish')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drashish</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drpriya')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drpriya</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drnitya')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drnitya</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drmanoj')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drmanoj</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('sonali')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>sonali</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drkhushbu')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drkhushbu</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drpriyanka')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drpriyanka</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drabhishek')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drabhishek</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drpoonam')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drpoonam</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drprachi')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drprachi</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drpeenal')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drpeenal</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('neerajpune')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>neerajpune</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('paridhipune')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>paridhipune</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('faeem')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>faeem</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('rahul')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>rahul</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('DrNeha')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>DrNeha</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drmrigendra')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drmrigendra</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('neetu')" rel="modal" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>neetu</span></a></li> <li> <a class="shortcut-button" href="javascript:void(0)" onClick="javascript:chatWith('drriteshpawar')" rel="modal" style=" background-color:#00FF00" ><span><img src="resources/images/icons/comment_48.png" alt="icon" width="48" height="48" /> <br/>drriteshpawar</span></a></li> </ul> </div> <script type="text/javascript" src="js/jquery.js"></script> <script type="text/javascript" src="js/chat.js"></script> <!-- End .shortcut-buttons-set --> <div class="clear"></div> <div class="clear"></div>

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  • How to create a link to Nintex Start Workflow Page in the document set home page

    - by ybbest
    In this blog post, I’d like to show you how to create a link to start Nintex Workflow Page in the document set home page. 1. Firstly, you need to upload the latest version of jQuery to the style library of your team site. 2. Then, upload a text file to the style library for writing your own html and JavaScript 3. In the document set home page, insert a new content editor web part and link the text file you just upload. 4. Update the text file with the following content, you can download this file here. <script type="text/javascript" src="/Style%20Library/jquery-1.9.0.min.js"></script> <script type="text/javascript" src="/_layouts/sp.js"></script> <script type="text/javascript"> $(document).ready(function() { listItemId=getParameterByName("ID"); setTheWorkflowLink("YBBESTDocumentLibrary"); }); function buildWorkflowLink(webRelativeUrl,listId,itemId) { var workflowLink =webRelativeUrl+"_layouts/NintexWorkflow/StartWorkflow.aspx?list="+listId+"&ID="+itemId+"&WorkflowName=Start Approval"; return workflowLink; } function getParameterByName(name) { name = name.replace(/[\[]/, "\\\[").replace(/[\]]/, "\\\]"); var regexS = "[\\?&]" + name + "=([^&#]*)"; var regex = new RegExp(regexS); var results = regex.exec(window.location.search); if(results == null){ return ""; } else{ return decodeURIComponent(results[1].replace(/\+/g, " ")); } } function setTheWorkflowLink(listName) { var SPContext = new SP.ClientContext.get_current(); web = SPContext.get_web(); list = web.get_lists().getByTitle(listName); SPContext.load(web,"ServerRelativeUrl"); SPContext.load(list, 'Title', 'Id'); SPContext.executeQueryAsync(setTheWorkflowLink_Success, setTheWorkflowLink_Fail); } function setTheWorkflowLink_Success(sender, args) { var listId = list.get_id(); var listTitle = list.get_title(); var webRelativeUrl = web.get_serverRelativeUrl(); var startWorkflowLink=buildWorkflowLink(webRelativeUrl,listId,listItemId) $("a#submitLink").attr('href',startWorkflowLink); } function setTheWorkflowLink_Fail(sender, args) { alert("There is a problem setting up the submit exam approval link"); } </script> <a href="" target="_blank" id="submitLink"><span style="font-size:14pt">Start the approval process.</span></a> 5. Save your changes and go to the document set Item, you will see the link is on the home page now. Notes: 1. You can create a link to start the workflow using the following build dynamic string configuration: {Common:WebUrl}/_layouts/NintexWorkflow/StartWorkflow.aspx?list={Common:ListID}&ID={ItemProperty:ID}&WorkflowName=workflowname. With this link you will still need to click the start button, this is standard SharePoint behaviour and cannot be altered. References: http://connect.nintex.com/forums/27143/ShowThread.aspx How to use html and JavaScript in Content Editor web part in SharePoint2010

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  • Need Guidance Making HTML5 Canvas Game Engine

    - by Scriptonaut
    So I have some free time this winter break and want to build a simple 2d HTML5 canvas game engine. Mostly a physics engine that will dictate the way objects move and interact(collisions, etc). I made a basic game here: http://caidenhome.com/HTML%205/pong.html and would like to make more, and thought that this would be a good reason to make a simple framework for this stuff. Here are some questions: Does the scripting language have to be Javascript? What about Ruby? I will probably write it with jQuery because of the selecting powers, but I'm curious either way. Are there any great guides you guys know of? I want a fast guide that will help me bust out this engine sometime in the next 2 weeks, hopefully sooner. What are some good conventions I should be aware of? What's the best way to get sound? At the moment I'm using something like this: var audioElement = document.createElement('audio'); audioElement.setAttribute('src', 'paddle_col.wav'); audioElement.load(); I'm interested in making this engine lightweight and extremely efficient, I will do whatever it takes to get great speeds and processing power. I know this question is fairly vague, but I just need a push in the right direction. Thanks :)

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  • Game engine IDE template [on hold]

    - by Spencer Killen
    Hey so I'm working on a fairly basic javascript game, and it's beginning to get to the point where my 'engine' to which I wrote, is difficult to manage in an all text environment, Iv already thought of using a javascript IDE like jet brains, but i was wondering if I could go 1 step further and have use a piece of software to purpose as an IDE and have a customizable GUI that I could use to automate class construction and such, for example, I have it set up right now so that everytime I want to create a new block (it's a platformer) I must copy a text file and fill in all the setting such as bounding box, sprite ect, it would be a lot easier if I could press a button and have a menu apear where I would fill in these values (I have a game maker background) is there software like this? If not what are some similar solutions to my problem?

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  • Does heavy JavaScript use adversely impact Googleability?

    - by A T
    I've been developing the client-side for my web-app in JavaScript. The JavaScript can communicate with my server over REST (HTTP)[JSON, XML, CSV] or RPC (XML, JSON). I'm writing writing this decoupled client in order to use the same code for both my main website and my PhoneGap mobile apps. However recently I've been worrying that writing the website with almost no static content would prevent search-engines (like Google) from indexing my web-page. I was taught about this restriction about 4 years ago, which is why I'm asking here, to see if this restriction is still in-place. Does heavy JavaScript use adversely impact Googleability?

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  • JavaScript: this

    - by bdukes
    JavaScript is a language steeped in juxtaposition.  It was made to “look like Java,” yet is dynamic and classless.  From this origin, we get the new operator and the this keyword.  You are probably used to this referring to the current instance of a class, so what could it mean in a language without classes? In JavaScript, this refers to the object off of which a function is referenced when it is invoked (unless it is invoked via call or apply). What this means is that this is not bound to your function, and can change depending on how your function is invoked. It also means that this changes when declaring a function inside another function (i.e. each function has its own this), such as when writing a callback. Let's see some of this in action: var obj = { count: 0, increment: function () { this.count += 1; }, logAfterTimeout = function () { setTimeout(function () { console.log(this.count); }, 1); } }; obj.increment(); console.log(obj.count); // 1 var increment = obj.increment; window.count = 'global count value: '; increment(); console.log(obj.count); // 1 console.log(window.count); // global count value: 1 var newObj = {count:50}; increment.call(newObj); console.log(newObj.count); // 51 obj.logAfterTimeout();// global count value: 1 obj.logAfterTimeout = function () { var proxiedFunction = $.proxy(function () { console.log(this.count); }, this); setTimeout(proxiedFunction, 1); }; obj.logAfterTimeout(); // 1 obj.logAfterTimeout = function () { var that = this; setTimeout(function () { console.log(that.count); }, 1); }; obj.logAfterTimeout(); // 1 The last couple of examples here demonstrate some methods for making sure you get the values you expect.  The first time logAfterTimeout is redefined, we use jQuery.proxy to create a new function which has its this permanently set to the passed in value (in this case, the current this).  The second time logAfterTimeout is redefined, we save the value of this in a variable (named that in this case, also often named self) and use the new variable in place of this. Now, all of this is to clarify what’s going on when you use this.  However, it’s pretty easy to avoid using this altogether in your code (especially in the way I’ve demonstrated above).  Instead of using this.count all over the place, it would have been much easier if I’d made count a variable instead of a property, and then I wouldn’t have to use this to refer to it.  var obj = (function () { var count = 0; return { increment: function () { count += 1; }, logAfterTimeout = function () { setTimeout(function () { console.log(count); }, 1); }, getCount: function () { return count; } }; }()); If you’re writing your code in this way, the main place you’ll run into issues with this is when handling DOM events (where this is the element on which the event occurred).  In that case, just be careful when using a callback within that event handler, that you’re not expecting this to still refer to the element (and use proxy or that/self if you need to refer to it). Finally, as demonstrated in the example, you can use call or apply on a function to set its this value.  This isn’t often needed, but you may also want to know that you can use apply to pass in an array of arguments to a function (e.g. console.log.apply(console, [1, 2, 3, 4])).

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Find the item index in jCarouselLite

    - by stanley
    Hi all, I use jCarouselLite for scrolling text, I use and as the content for scrolling, I need to trigger a javascript event when it reaches at the end of the content(). I need to change the scroll content when it finishes scrolling previous content. I tried adding a call back function but it does'nt work. This is my code: $("#scrollDiv").jCarouselLite({ vertical: true, visible:3, hoverPause:true, scroll:3, auto:1, itemLastInCallback:changeItem, speed:5000 }); Certification Alerts-CertifyAssign cert_test_11 - cert_test_22_sub - sub_test_22 cert_adhoc - cert_adhoc_11 - stype1 Certification Alerts-CertifyReminder sales process001 - sub sales cert 2 - sales cert

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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Microsoft TypeScript : A Typed Superset of JavaScript

    - by shiju
    JavaScript is gradually becoming a ubiquitous programming language for the web, and the popularity of JavaScript is increasing day by day. Earlier, JavaScript was just a language for browser. But now, we can write JavaScript apps for browser, server and mobile. With the advent of Node.js, you can build scalable, high performance apps on the server with JavaScript. But many developers, especially developers who are working with static type languages, are hating the JavaScript language due to the lack of structuring and the maintainability problems of JavaScript. Microsoft TypeScript is trying to solve some problems of JavaScript when we are building scalable JavaScript apps. Microsoft TypeScript TypeScript is Microsoft's solution for writing scalable JavaScript programs with the help of Static Types, Interfaces, Modules and Classes along with greater tooling support. TypeScript is a typed superset of JavaScript that compiles to plain JavaScript. This would be more productive for developers who are coming from static type languages. You can write scalable JavaScript  apps in TypeScript with more productive and more maintainable manner, and later you can compiles to plain JavaScript which will be run on any browser and any OS. TypeScript will work with browser based JavaScript apps and JavaScript apps that following CommonJS specification. You can use TypeScript for building HTML 5 apps, Node.JS apps, WinRT apps. TypeScript is providing better tooling support with Visual Studio, Sublime Text, Vi, Emacs. Microsoft has open sourced its TypeScript languages on CodePlex at http://typescript.codeplex.com/    Install TypeScript You can install TypeScript compiler as a Node.js package via the NPM or you can install as a Visual Studio 2012 plug-in which will enable you better tooling support within the Visual Studio IDE. Since TypeScript is distributed as a Node.JS package, and it can be installed on other OS such as Linux and MacOS. The following command will install TypeScript compiler via an npm package for node.js npm install –g typescript TypeScript provides a Visual Studio 2012 plug-in as MSI file which will install TypeScript and also provides great tooling support within the Visual Studio, that lets the developers to write TypeScript apps with greater productivity and better maintainability. You can download the Visual Studio plug-in from here Building JavaScript  apps with TypeScript You can write typed version of JavaScript programs with TypeScript and then compiles it to plain JavaScript code. The beauty of the TypeScript is that it is already JavaScript and normal JavaScript programs are valid TypeScript programs, which means that you can write normal  JavaScript code and can use typed version of JavaScript whenever you want. TypeScript files are using extension .ts and this will be compiled using a compiler named tsc. The following is a sample program written in  TypeScript greeter.ts 1: class Greeter { 2: greeting: string; 3: constructor (message: string) { 4: this.greeting = message; 5: } 6: greet() { 7: return "Hello, " + this.greeting; 8: } 9: } 10:   11: var greeter = new Greeter("world"); 12:   13: var button = document.createElement('button') 14: button.innerText = "Say Hello" 15: button.onclick = function() { 16: alert(greeter.greet()) 17: } 18:   19: document.body.appendChild(button) .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; } The above program is compiling with the TypeScript compiler as shown in the below picture The TypeScript compiler will generate a JavaScript file after compiling the TypeScript program. If your TypeScript programs having any reference to other TypeScript files, it will automatically generate JavaScript files for the each referenced files. The following code block shows the compiled version of plain JavaScript  for the above greeter.ts greeter.js 1: var Greeter = (function () { 2: function Greeter(message) { 3: this.greeting = message; 4: } 5: Greeter.prototype.greet = function () { 6: return "Hello, " + this.greeting; 7: }; 8: return Greeter; 9: })(); 10: var greeter = new Greeter("world"); 11: var button = document.createElement('button'); 12: button.innerText = "Say Hello"; 13: button.onclick = function () { 14: alert(greeter.greet()); 15: }; 16: document.body.appendChild(button); .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; } Tooling Support with Visual Studio TypeScript is providing a plug-in for Visual Studio which will provide an excellent support for writing TypeScript  programs within the Visual Studio. The following screen shot shows the Visual Studio template for TypeScript apps   The following are the few screen shots of Visual Studio IDE for TypeScript apps. Summary TypeScript is Microsoft's solution for writing scalable JavaScript apps which will solve lot of problems involved in larger JavaScript apps. I hope that this solution will attract lot of developers who are really looking for writing maintainable structured code in JavaScript, without losing any productivity. TypeScript lets developers to write JavaScript apps with the help of Static Types, Interfaces, Modules and Classes and also providing better productivity. I am a passionate developer on Node.JS and would definitely try to use TypeScript for building Node.JS apps on the Windows Azure cloud. I am really excited about to writing Node.JS apps by using TypeScript, from my favorite development IDE Visual Studio. You can follow me on twitter at @shijucv

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  • What useful things could a javaScript library provide?

    - by Delan Azabani
    In many of my answers I repeatedly urge users not to use JavaScript libraries like jQuery. I even wrote a blog post about the problems that using a library create. Some of these problems include holding back native standards development, keeping users comfortably using IE, and abstracting the developer from real JavaScript. If a site doesn't require IE as part of its audience, then how are libraries useful? The other popular browsers share extremely similar implementations and work well with things like JavaScript 1.6 arrays and AJAX. This is not a troll question, I'm truly wondering what they're useful for.

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  • send different object value to different funtions

    - by user295189
    I have the code below. I want to send the value of value1 n.value1s = new Array(); n.value1sIDs = new Array(); n.value1sNames = new Array(); n.value1sColors = new Array(); n.descriptions = new Array(); to pg.loadLinkedvalue1s(n); and for value2 to pg.loadLinkedvalue2s(n); Howd I do that in javascript without haveing to rewrite the complete function please see the code below if(n.id == "row"){ n.rs = n.parentElement; if(n.rs.multiSelect == 0){ n.selected = 1; this.selectedRows = [ n ]; if(this.lastClicked && this.lastClicked != n){ selectionChanged = 1; this.lastClicked.selected = 0; this.lastClicked.style.color = "000099"; this.lastClicked.style.backgroundColor = ""; } } else { n.selected = n.selected ? 0 : 1; this.getSelectedRows(); } this.lastClicked = n; n.value1s = new Array(); n.value1sIDs = new Array(); n.value1sNames = new Array(); n.value1sColors = new Array(); n.descriptions = new Array(); n.value2s = new Array(); n.value2IDs = new Array(); n.value2Names = new Array(); n.value2Colors = new Array(); n.value2SortOrders = new Array(); n.value2Descriptions = new Array(); var value1s = myOfficeFunction.DOMArray(n.all.value1s.all.value1); var value2s = myOfficeFunction.DOMArray(n.all.value1s.all.value2); for(var i=0,j=0,k=1;i<vaue1s.length;i++){ n.sortOrders[j] = k++; n.vaue1s[j] = vaue1s[i].v; n.vaue1IDs[j] = vaue1s[i].i; n.vaue1Colors[j] = vaue1s[i].c; alert(n.vaue1Colors[j]); var vals = vaue1s[i].innerText.split(String.fromCharCode(127)); n.cptSortOrders[j] = k++; n.value2s[j] = value2s[i].v; n.value2IDs[j] = value2s[i].i; n.value2Colors[j] = value2s[i].c; var value2Vals = value2s[i].innerText.split(String.fromCharCode(127)); if(vals.length == 2){ alert(n.vaue1Colors[j]); n.vaue1Names[j] = vals[0]; n.descriptions[j++] = vals[1]; } if(value2Vals.length == 2){ n.value2Names[j] = cptVals[0]; alert(n.value2Names[j]); n.cptDescriptions[j++] = cptVals[1]; alert(n.cptDescriptions[j++]); } } //want to run this with value1 only pg.loadLinkedvalue1s(n); // want to run this with value2 only pg.loadLinkedvalue2s(n); }

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  • Solaris X86 AESNI OpenSSL Engine

    - by danx
    Solaris X86 AESNI OpenSSL Engine Cryptography is a major component of secure e-commerce. Since cryptography is compute intensive and adds a significant load to applications, such as SSL web servers (https), crypto performance is an important factor. Providing accelerated crypto hardware greatly helps these applications and will help lead to a wider adoption of cryptography, and lower cost, in e-commerce and other applications. The Intel Westmere microprocessor has six new instructions to acclerate AES encryption. They are called "AESNI" for "AES New Instructions". These are unprivileged instructions, so no "root", other elevated access, or context switch is required to execute these instructions. These instructions are used in a new built-in OpenSSL 1.0 engine available in Solaris 11, the aesni engine. Previous Work Previously, AESNI instructions were introduced into the Solaris x86 kernel and libraries. That is, the "aes" kernel module (used by IPsec and other kernel modules) and the Solaris pkcs11 library (for user applications). These are available in Solaris 10 10/09 (update 8) and above, and Solaris 11. The work here is to add the aesni engine to OpenSSL. X86 AESNI Instructions Intel's Xeon 5600 is one of the processors that support AESNI. This processor is used in the Sun Fire X4170 M2 As mentioned above, six new instructions acclerate AES encryption in processor silicon. The new instructions are: aesenc performs one round of AES encryption. One encryption round is composed of these steps: substitute bytes, shift rows, mix columns, and xor the round key. aesenclast performs the final encryption round, which is the same as above, except omitting the mix columns (which is only needed for the next encryption round). aesdec performs one round of AES decryption aesdeclast performs the final AES decryption round aeskeygenassist Helps expand the user-provided key into a "key schedule" of keys, one per round aesimc performs an "inverse mixed columns" operation to convert the encryption key schedule into a decryption key schedule pclmulqdq Not a AESNI instruction, but performs "carryless multiply" operations to acclerate AES GCM mode. Since the AESNI instructions are implemented in hardware, they take a constant number of cycles and are not vulnerable to side-channel timing attacks that attempt to discern some bits of data from the time taken to encrypt or decrypt the data. Solaris x86 and OpenSSL Software Optimizations Having X86 AESNI hardware crypto instructions is all well and good, but how do we access it? The software is available with Solaris 11 and is used automatically if you are running Solaris x86 on a AESNI-capable processor. AESNI is used internally in the kernel through kernel crypto modules and is available in user space through the PKCS#11 library. For OpenSSL on Solaris 11, AESNI crypto is available directly with a new built-in OpenSSL 1.0 engine, called the "aesni engine." This is in lieu of the extra overhead of going through the Solaris OpenSSL pkcs11 engine, which accesses Solaris crypto and digest operations. Instead, AESNI assembly is included directly in the new aesni engine. Instead of including the aesni engine in a separate library in /lib/openssl/engines/, the aesni engine is "built-in", meaning it is included directly in OpenSSL's libcrypto.so.1.0.0 library. This reduces overhead and the need to manually specify the aesni engine. Since the engine is built-in (that is, in libcrypto.so.1.0.0), the openssl -engine command line flag or API call is not needed to access the engine—the aesni engine is used automatically on AESNI hardware. Ciphers and Digests supported by OpenSSL aesni engine The Openssl aesni engine auto-detects if it's running on AESNI hardware and uses AESNI encryption instructions for these ciphers: AES-128-CBC, AES-192-CBC, AES-256-CBC, AES-128-CFB128, AES-192-CFB128, AES-256-CFB128, AES-128-CTR, AES-192-CTR, AES-256-CTR, AES-128-ECB, AES-192-ECB, AES-256-ECB, AES-128-OFB, AES-192-OFB, and AES-256-OFB. Implementation of the OpenSSL aesni engine The AESNI assembly language routines are not a part of the regular Openssl 1.0.0 release. AESNI is a part of the "HEAD" ("development" or "unstable") branch of OpenSSL, for future release. But AESNI is also available as a separate patch provided by Intel to the OpenSSL project for OpenSSL 1.0.0. A minimal amount of "glue" code in the aesni engine works between the OpenSSL libcrypto.so.1.0.0 library and the assembly functions. The aesni engine code is separate from the base OpenSSL code and requires patching only a few source files to use it. That means OpenSSL can be more easily updated to future versions without losing the performance from the built-in aesni engine. OpenSSL aesni engine Performance Here's some graphs of aesni engine performance I measured by running openssl speed -evp $algorithm where $algorithm is aes-128-cbc, aes-192-cbc, and aes-256-cbc. These are using the 64-bit version of openssl on the same AESNI hardware, a Sun Fire X4170 M2 with a Intel Xeon E5620 @2.40GHz, running Solaris 11 FCS. "Before" is openssl without the aesni engine and "after" is openssl with the aesni engine. The numbers are MBytes/second. OpenSSL aesni engine performance on Sun Fire X4170 M2 (Xeon E5620 @2.40GHz) (Higher is better; "before"=OpenSSL on AESNI without AESNI engine software, "after"=OpenSSL AESNI engine) As you can see the speedup is dramatic for all 3 key lengths and for data sizes from 16 bytes to 8 Kbytes—AESNI is about 7.5-8x faster over hand-coded amd64 assembly (without aesni instructions). Verifying the OpenSSL aesni engine is present The easiest way to determine if you are running the aesni engine is to type "openssl engine" on the command line. No configuration, API, or command line options are needed to use the OpenSSL aesni engine. If you are running on Intel AESNI hardware with Solaris 11 FCS, you'll see this output indicating you are using the aesni engine: intel-westmere $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support If you are running on Intel without AESNI hardware you'll see this output indicating the hardware can't support the aesni engine: intel-nehalem $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support For Solaris on SPARC or older Solaris OpenSSL software, you won't see any aesni engine line at all. Third-party OpenSSL software (built yourself or from outside Oracle) will not have the aesni engine either. Solaris 11 FCS comes with OpenSSL version 1.0.0e. The output of typing "openssl version" should be "OpenSSL 1.0.0e 6 Sep 2011". 64- and 32-bit OpenSSL OpenSSL comes in both 32- and 64-bit binaries. 64-bit executable is now the default, at /usr/bin/openssl, and OpenSSL 64-bit libraries at /lib/amd64/libcrypto.so.1.0.0 and libssl.so.1.0.0 The 32-bit executable is at /usr/bin/i86/openssl and the libraries are at /lib/libcrytpo.so.1.0.0 and libssl.so.1.0.0. Availability The OpenSSL AESNI engine is available in Solaris 11 x86 for both the 64- and 32-bit versions of OpenSSL. It is not available with Solaris 10. You must have a processor that supports AESNI instructions, otherwise OpenSSL will fallback to the older, slower AES implementation without AESNI. Processors that support AESNI include most Westmere and Sandy Bridge class processor architectures. Some low-end processors (such as for mobile/laptop platforms) do not support AESNI. The easiest way to determine if the processor supports AESNI is with the isainfo -v command—look for "amd64" and "aes" in the output: $ isainfo -v 64-bit amd64 applications pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov amd_sysc cx8 tsc fpu Conclusion The Solaris 11 OpenSSL aesni engine provides easy access to powerful Intel AESNI hardware cryptography, in addition to Solaris userland PKCS#11 libraries and Solaris crypto kernel modules.

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  • Solaris X86 AESNI OpenSSL Engine

    - by danx
    Solaris X86 AESNI OpenSSL Engine Cryptography is a major component of secure e-commerce. Since cryptography is compute intensive and adds a significant load to applications, such as SSL web servers (https), crypto performance is an important factor. Providing accelerated crypto hardware greatly helps these applications and will help lead to a wider adoption of cryptography, and lower cost, in e-commerce and other applications. The Intel Westmere microprocessor has six new instructions to acclerate AES encryption. They are called "AESNI" for "AES New Instructions". These are unprivileged instructions, so no "root", other elevated access, or context switch is required to execute these instructions. These instructions are used in a new built-in OpenSSL 1.0 engine available in Solaris 11, the aesni engine. Previous Work Previously, AESNI instructions were introduced into the Solaris x86 kernel and libraries. That is, the "aes" kernel module (used by IPsec and other kernel modules) and the Solaris pkcs11 library (for user applications). These are available in Solaris 10 10/09 (update 8) and above, and Solaris 11. The work here is to add the aesni engine to OpenSSL. X86 AESNI Instructions Intel's Xeon 5600 is one of the processors that support AESNI. This processor is used in the Sun Fire X4170 M2 As mentioned above, six new instructions acclerate AES encryption in processor silicon. The new instructions are: aesenc performs one round of AES encryption. One encryption round is composed of these steps: substitute bytes, shift rows, mix columns, and xor the round key. aesenclast performs the final encryption round, which is the same as above, except omitting the mix columns (which is only needed for the next encryption round). aesdec performs one round of AES decryption aesdeclast performs the final AES decryption round aeskeygenassist Helps expand the user-provided key into a "key schedule" of keys, one per round aesimc performs an "inverse mixed columns" operation to convert the encryption key schedule into a decryption key schedule pclmulqdq Not a AESNI instruction, but performs "carryless multiply" operations to acclerate AES GCM mode. Since the AESNI instructions are implemented in hardware, they take a constant number of cycles and are not vulnerable to side-channel timing attacks that attempt to discern some bits of data from the time taken to encrypt or decrypt the data. Solaris x86 and OpenSSL Software Optimizations Having X86 AESNI hardware crypto instructions is all well and good, but how do we access it? The software is available with Solaris 11 and is used automatically if you are running Solaris x86 on a AESNI-capable processor. AESNI is used internally in the kernel through kernel crypto modules and is available in user space through the PKCS#11 library. For OpenSSL on Solaris 11, AESNI crypto is available directly with a new built-in OpenSSL 1.0 engine, called the "aesni engine." This is in lieu of the extra overhead of going through the Solaris OpenSSL pkcs11 engine, which accesses Solaris crypto and digest operations. Instead, AESNI assembly is included directly in the new aesni engine. Instead of including the aesni engine in a separate library in /lib/openssl/engines/, the aesni engine is "built-in", meaning it is included directly in OpenSSL's libcrypto.so.1.0.0 library. This reduces overhead and the need to manually specify the aesni engine. Since the engine is built-in (that is, in libcrypto.so.1.0.0), the openssl -engine command line flag or API call is not needed to access the engine—the aesni engine is used automatically on AESNI hardware. Ciphers and Digests supported by OpenSSL aesni engine The Openssl aesni engine auto-detects if it's running on AESNI hardware and uses AESNI encryption instructions for these ciphers: AES-128-CBC, AES-192-CBC, AES-256-CBC, AES-128-CFB128, AES-192-CFB128, AES-256-CFB128, AES-128-CTR, AES-192-CTR, AES-256-CTR, AES-128-ECB, AES-192-ECB, AES-256-ECB, AES-128-OFB, AES-192-OFB, and AES-256-OFB. Implementation of the OpenSSL aesni engine The AESNI assembly language routines are not a part of the regular Openssl 1.0.0 release. AESNI is a part of the "HEAD" ("development" or "unstable") branch of OpenSSL, for future release. But AESNI is also available as a separate patch provided by Intel to the OpenSSL project for OpenSSL 1.0.0. A minimal amount of "glue" code in the aesni engine works between the OpenSSL libcrypto.so.1.0.0 library and the assembly functions. The aesni engine code is separate from the base OpenSSL code and requires patching only a few source files to use it. That means OpenSSL can be more easily updated to future versions without losing the performance from the built-in aesni engine. OpenSSL aesni engine Performance Here's some graphs of aesni engine performance I measured by running openssl speed -evp $algorithm where $algorithm is aes-128-cbc, aes-192-cbc, and aes-256-cbc. These are using the 64-bit version of openssl on the same AESNI hardware, a Sun Fire X4170 M2 with a Intel Xeon E5620 @2.40GHz, running Solaris 11 FCS. "Before" is openssl without the aesni engine and "after" is openssl with the aesni engine. The numbers are MBytes/second. OpenSSL aesni engine performance on Sun Fire X4170 M2 (Xeon E5620 @2.40GHz) (Higher is better; "before"=OpenSSL on AESNI without AESNI engine software, "after"=OpenSSL AESNI engine) As you can see the speedup is dramatic for all 3 key lengths and for data sizes from 16 bytes to 8 Kbytes—AESNI is about 7.5-8x faster over hand-coded amd64 assembly (without aesni instructions). Verifying the OpenSSL aesni engine is present The easiest way to determine if you are running the aesni engine is to type "openssl engine" on the command line. No configuration, API, or command line options are needed to use the OpenSSL aesni engine. If you are running on Intel AESNI hardware with Solaris 11 FCS, you'll see this output indicating you are using the aesni engine: intel-westmere $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support If you are running on Intel without AESNI hardware you'll see this output indicating the hardware can't support the aesni engine: intel-nehalem $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support For Solaris on SPARC or older Solaris OpenSSL software, you won't see any aesni engine line at all. Third-party OpenSSL software (built yourself or from outside Oracle) will not have the aesni engine either. Solaris 11 FCS comes with OpenSSL version 1.0.0e. The output of typing "openssl version" should be "OpenSSL 1.0.0e 6 Sep 2011". 64- and 32-bit OpenSSL OpenSSL comes in both 32- and 64-bit binaries. 64-bit executable is now the default, at /usr/bin/openssl, and OpenSSL 64-bit libraries at /lib/amd64/libcrypto.so.1.0.0 and libssl.so.1.0.0 The 32-bit executable is at /usr/bin/i86/openssl and the libraries are at /lib/libcrytpo.so.1.0.0 and libssl.so.1.0.0. Availability The OpenSSL AESNI engine is available in Solaris 11 x86 for both the 64- and 32-bit versions of OpenSSL. It is not available with Solaris 10. You must have a processor that supports AESNI instructions, otherwise OpenSSL will fallback to the older, slower AES implementation without AESNI. Processors that support AESNI include most Westmere and Sandy Bridge class processor architectures. Some low-end processors (such as for mobile/laptop platforms) do not support AESNI. The easiest way to determine if the processor supports AESNI is with the isainfo -v command—look for "amd64" and "aes" in the output: $ isainfo -v 64-bit amd64 applications pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov amd_sysc cx8 tsc fpu Conclusion The Solaris 11 OpenSSL aesni engine provides easy access to powerful Intel AESNI hardware cryptography, in addition to Solaris userland PKCS#11 libraries and Solaris crypto kernel modules.

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  • Semi Fixed-timestep ported to javascript

    - by abernier
    In Gaffer's "Fix Your Timestep!" article, the author explains how to free your physics' loop from the paint one. Here is the final code, written in C: double t = 0.0; const double dt = 0.01; double currentTime = hires_time_in_seconds(); double accumulator = 0.0; State previous; State current; while ( !quit ) { double newTime = time(); double frameTime = newTime - currentTime; if ( frameTime > 0.25 ) frameTime = 0.25; // note: max frame time to avoid spiral of death currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { previousState = currentState; integrate( currentState, t, dt ); t += dt; accumulator -= dt; } const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); } I'm trying to implement this in JavaScript but I'm quite confused about the second while loop... Here is what I have for now (simplified): ... (function animLoop(){ ... while (accumulator >= dt) { // While? In a requestAnimation loop? Maybe if? ... } ... // render requestAnimationFrame(animLoop); // stand for the 1st while loop [OK] }()) As you can see, I'm not sure about the while loop inside the requestAnimation one... I thought replacing it with a if but I'm not sure it will be equivalent... Maybe some can help me.

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  • Writing a Javascript library that is code-completion and code-inspection friendly

    - by Vivin Paliath
    I recently made my own Javascript library and I initially used the following pattern: var myLibrary = (function () { var someProp = "..."; function someFunc() { ... } function someFunc2() { ... } return { func: someFunc, fun2: someFunc2, prop: someProp; } }()); The problem with this is that I can't really use code completion because the IDE doesn't know about the properties that the function literal is returning (I'm using IntelliJ IDEA 9 by the way). I've looked at jQuery code and tried to do this: (function(window, undefined) { var myLibrary = (function () { var someProp = "..."; function someFunc() { ... } function someFunc2() { ... } return { func: someFunc, fun2: someFunc2, prop: someProp; } }()); window.myLibrary = myLibrary; }(window)); I tried this, but now I have a different problem. The IDE doesn't really pick up on myLibrary either. The way I'm solving the problem now is this way: var myLibrary = { func: function() { }, func2: function() { }, prop: "" }; myLibrary = (function () { var someProp = "..."; function someFunc() { ... } function someFunc2() { ... } return { func: someFunc, fun2: someFunc2, prop: someProp; } }()); But that seems kinda clunky, and I can't exactly figure out how jQuery is doing it. Another question I have is how to handle functions with arbitrary numbers of parameters. For example, jQuery.bind can take 2 or 3 parameters, and the IDE doesn't seem to complain. I tried to do the same thing with my library, where a function could take 0 arguments or 1 argument. However, the IDE complains and warns that the correct number of parameters aren't being sent in. How do I handle this?

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  • JavaScript - Settting property on Object in Image load function, property not set once outside funct

    - by Sunday Ironfoot
    Sometimes JavaScript doesn't make sense to me, consider the following code that generates a photo mosaic based on x/y tiles. I'm trying to set a .Done property to true once each Mosaic image has been downloaded, but it's always false for some reason, what am I doing wrong? var tileData = []; function generate() { var image = new Image(); image.onload = function() { // Build up the 'tileData' array with tile objects from this Image for (var i = 0; i < tileData.length; i++) { var tile = tileData[i]; var tileImage = new Image(); tileImage.onload = function() { // Do something with this tile Image tile.Done = true; }; tileImage.src = tile.ImageUrl; } }; image.src = 'Penguins.jpg'; tryDisplayMosaic(); } function tryDisplayMosaic() { setTimeout(function() { for (var i = 0; i < tileData.length; i++) { var tile = tileData[i]; if (!tile.Done) { tryDisplayMosaic(); return; } } // If we get here then all the tiles have been downloaded alert('All images downloaded'); }, 2000); } Now for some reason the .Done property on the tile object is always false, even though it is explicitly being set to true inside tileImage.onload = function(). And I can ensure you that this function DOES get called because I've placed an alert() call inside it. Right now it's just stuck inside an infinite loop calling tryDisplayMosaic() constantly. Also if I place a loop just before tryDisplayMosaic() is called, and in that loop I set .Done = true, then .Done property is true and alert('All images downloaded'); will get called.

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  • JavaScript Browser Hacks

    Recently during one of my client side scripting classes, I was trying to show my students some basic examples of JavaScript as an introduction to the language.  My first basic example was to show an alert box using JavaScript via the address bar. The student’s reaction to my browser hack example really caught me off guard in a good way. After programming with a language for close to 10 years you start to lose the "Awe Cool!" effect that new learners of a language experience when writing code. New learns of JavaScript are the reason why I created this post. Please enjoy. Note: Place JavaScript in to address bar and then press the enter key. Example 1: JavaScript Alert box displaying My name: John Doe Javascript:alert('My name: \n John Doe') ; Example 2: JavaScript alert box displaying name entered by user. javascript:alert('My name: \n ' + prompt('Enter Name','Name')) ; Example 3: JavaScript alert box displaying name entered by user, and then displays the length of the name. javascript:var name= prompt('Enter Name','Name'); alert('My name: \n ' + name); alert(name.length); If you notice, the address bar will execute JavaScript on the current page loaded in the browser using the Document Object Model (DOM). Additionally, the address bar will allow multiple lines to be executed sequentially even though all of the code is contained within one line due to the fact that the JavaScript interpreter uses the “;” to indicate where a line of ends and a new one begins. After doing a little more research on the topic of JavaScript Browser Hacks I found a few other cool JavaScript hacks which I will list below. Example 4: Make any webpage editableSource: http://www.openjason.com/2008/09/02/browser-hack-make-any-web-page-editable/ javascript:document.body.contentEditable='true'; document.designMode='on'; void 0; Example 5: CHINESE DRAGON DANCING Source: http://nzeyi.wordpress.com/2009/06/01/dwrajaxjavascript-hacks-the-secrets-of-javascript-in-the-adress-bar/ javascript:R=0;x1=0.1;y1=0.05;x2=0.25;y2=0.24;x3=1.6; y3=0.24;x4=300;y4=200;x5=300;y5=200;DI=document.links; DIL=DI.length;A=function(){for(i=0;i-DIL;i++){DI[i].style. position='absolute';DI[i].style.left=Math.sin(R*x1+i*x2+x3)*x4+ x5;DI[i].style.top=Math.cos(R*y1+i*y2+y3)*y4+y5}R++;}; setInterval('A()',5);void(0); Example 6: Reveal content stored in password protected fields javascript:(function(){var s,F,j,f,i; s = “”; F = document.forms; for(j=0; j Example 7: Force user to close browser windowSource: http://forums.digitalpoint.com/showthread.php?t=767053 javascript:while(1){alert('Restart your brower to close this box!')} Learn more about JavaScript Browser Hacks.

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  • javascript csv validation

    - by Hulk
    How to check for comma separated values in a text box and raise an alert if not found. And there is should be characters in it like A,B,C,D function validate() { //validate text box; } <input type="text" id="val" >A,B,C,D</input> <input type="button" id="save" onclick="validate()"> Thanks.

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  • call the id in javascript

    - by user295189
    I have a span like this <span id="selectedTests" class="emrFG"> <span id="lblSelectedTests" class="emrHDR" style="top:3;left:6;font-size:8pt;">Selections</span> <span class="emrHDR" style="top:3;left:190;font-size:8pt;">Tests</span> <div id="recordSet" style="top:19;height:112;width:444;"></div> </span> The span shows some rows of data and I want to call those rows individually by using document.all method. How would I do that?

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  • Has Javascript developed beyond what it was originally designed to do?

    - by Elliot Bonneville
    I've been talking with a friend about the purpose of Javascript, when and how it should be used, etc. He quoted that: JavaScript was designed to add interactivity to HTML pages [...] JavaScript gives HTML designers a programming tool HTML authors are normally not programmers, but JavaScript is a scripting language with a very simple syntax! Almost anyone can put small "snippets" of code into their HTML pages JavaScript can react to events A JavaScript can be set to execute when something happens, like when a page has finished loading or when a user clicks on an HTML element JavaScript can read and write HTML elements A JavaScript can read and change the content of an HTML element JavaScript can be used to validate data A JavaScript can be used to validate form data before it is submitted to a server. This saves the server from extra processing JavaScript can be used to detect the visitor's browser - A JavaScript can be used to detect the visitor's browser, and - depending on the browser - load another page specifically designed for that browser. JavaScript can be used to create cookies - A JavaScript can be used to store and retrieve information on the visitor's computer. However, it seems like Javascript's getting used to do a lot more than these days. My friend also advocates against using Javascript's OOP functionality, claiming that "you shouldn't be processing data, merely validating." Is Javascript really limited to validating data and making flashy graphics on a web page? He goes on to claim "you shouldn't be attempting to access databases through javascript" and also says " in general you don't want to be doing your heavy lifting in javascript". I can't say I agree with his opinion, but I'd like to get some more input on this. So, my question: Has Javascript evolved from the definition above to something more powerful, has the way we use it changed, or am I just plain wrong? While I realize this is a subjective question, I can't find any more information on it, so a few links would be good, if nothing else. I'm not looking for a debate, just an answer.

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