Is it possible to get the mouse double click speed value from the OS with node ?
I try to get it to apply it for my application.
I guess it is not possible to get the time difference from the OS If you want only the time difference use some javascript logic to get the time difference my recommedation
var lastClickTime = 0;
$("#testLink").click(function() {
var d = new Date();
lastClickTime= d.getTime();
console.log("last time clicked " + lastClickTime );
});
store the values and do the functionality according to that
hope it will help
Related
I have a Chrome extension, where I'm using the captureVisibleTab method of the chrome.tabs API to capture screenshots. I have tested the extension on 3 devices (Chromebooks) and I'm getting mixed results. Two of them work perfectly, but one always returns a completely malformed screenshot.
My code:
chrome.tabs.onUpdated.addListener(function(tabId,changeInfo,tab){
chrome.tabs.get(tabId, function (_tab) {
if (_tab.status == "complete" && _tab.active ) {
chrome.tabs.captureVisibleTab( function(dataUrl){
});
}
});
});
Any ideas what could be the issue on that one device?
EDIT
Example of a bad screenshot:
I suspect that the device pixel ratio is higher on your 3rd device. This was an issue I was having with Retina displays when building a screenshot app. Basically, certain high-resolution displays have a higher ratio pixels per square inch. You're going to want to find window.devicePixelRatio and divide the context scale by that amount.
Assuming that you are using Canvas to draw the screenshot and capture it into an image, this little snippet should help show what you're going to want to do:
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext("2d");
if(window.devicePixelRatio > 1){
context.scale(1/window.devicePixelRatio, 1/window.devicePixelRatio);
}
context.drawImage(image, 0, 0);
Let me know if that works for you.
I am beginning to use snap.svg, and stuck in a probably simple question. I draw a circle, and want to let the user drag it around, and when the user stops dragging, I want to know the alert the final position of the circle.
I started with this:
var s = Snap("#svg");
var d = s.circle(20,20,5);
Then I created the following functions as drag event-handlers; I only need the drag-end event so I made the two other event-handlers null:
var endFnc = function(e) {
alert("end: "+e.layerX+","+e.layerY);
}
var startFnc = null;
var moveFnc = null;
Then I installed the drag event handlers:
d.drag(moveFnc,startFnc,endFnc);
Whenever I tried to drag a circle, the end event fired, but, the circle did not move.
So I figured maybe I have to also create the drag move event (although I don't need it):
var moveFnc = function(dx, dy, x, y) {
this.transform('t' + x + ',' + y);
}
Now the circle did move, but, not exactly at the mouse, but approximately 20 pixels at its bottom right.
I read the documentation here: http://snapsvg.io/docs and there seems to be no explanation about how to create working drag events.
How does anyone get this knowledge?!
After struggling for some hours to do this with snap.js, I finally discovered svg.js and its draggable plugin, with which it is so much easier:
var draw = SVG('svg');
var circle = draw.circle(10).attr({cx:30,cy:30,fill:'#f06'});
circle.dragend = function(delta, event) {
alert(this.attr('cx'))
}
circle.draggable();
So, I switched to svg.js ...
So in my game, you want to make the potato as big as possible. The first time you play it, the highscores work fine,giving you a highscore and saving it. The problem is that whenever you play the game, the highscore is always reset to your current score, which means that even if you get a lower score then your previous highscore, it saves your current score as the highscore. my code looks like this:
var savedstuff:SharedObject = SharedObject.getLocal("myStuff");
if (savedstuff.data.bestScore = 0) {
savedstuff.data.bestScore = 1
}
bigness.text = finish.toString();
if (finish > savedstuff.data.bestScore){
savedstuff.data.bestScore = finish;
}
best.text = savedstuff.data.bestScore.toString();
savedstuff.flush();
where bigness is a textbox displaying your current score, best is a textbox displaying your highscore and bestScore is where the best score is stored. I have the line "if (finish > savedstuff.dada.bestScore)" which should make the overwrite only occur if you get a higher score, but it seems to just ignore that line. my game is here
http://www.kongregate.com/games/pwnedcat/grow-a-potato
any help is appreciated. I just started flash so I really don't know anything. :(
Check the condition, it should be
savedstuff.data.bestScore == 0
Instead of
savedstuff.data.bestScore = 0
I have two edit boxes in an XPage and one label.
Leave Start Date : EDIT BOX
Leave End Date : EDIT Box
Holidays Taken : label
I want to calulate the diffence in dates and get it computed in the label using the following code in onChange event of second(Leave End Date) edit box but on chaging the value of the edit box it clears the two field and nothing gets computed:
var leaveStartDate = document1.getValue("fld_Leave_Start_Date1");
var leaveEndDate = document1.getValue("fld_Leave_End_Date1");
var difference = null;
try{
var nDateStart = session.createDateTime( leaveStartDate );
var nDateEnd = session.createDateTime( leaveEndDate );
difference = nDateEnd.timeDifference(nDateStart);
difference = (Math.floor(difference/86400)) + 1;
}catch(e)
{
return e
}
document1.setValue("fld_NoOfDays",difference);
I tried getComponent("fld_Leave_Start_Date1").getSubmittedValue(), but didn't work either.
Can someone please help.
Thanks a lot in advance!
If the edit boxes are getting cleared, it sounds like you've set the event to do a full refresh instead of a partial refresh.
The other possible cause of clearing fields is if you're using Partial Execution Mode (execMode="Partial" in the source pane for the eventHandler) but have specified a execId that does not include the two edit boxes. (Partial Execution by default runs on the current component, so you should not lose the values of that Edit Box.) But I don't think that's the case.
I'm working on a simple mp3 player application in Flash and am trying to get a time counter implemented that will keep track of how much time has elapsed from the currently playing track. I came across this code snippet online:
var music:Sound = new Sound();
music.loadSound("audio.mp3", true);
var minutes:Number = 0;
var seconds:Number = 0;
this.onEnterFrame = function() {
minutes = Math.floor(music.position / 1000 / 60);
seconds = Math.floor(music.position / 1000) % 60;
output.text = minutes + ":" + seconds;
}
However it seems that the position property is no longer part of the Sound class. I'm new to ActionScript, has this property been moved elsewhere? Or does someone have any thoughts on how to implement a time counter for mp3 progress?
The play method in Sound returns a SoundChannel which has the position property you're looking for.