I have a Processing sketch that will be running in a gallery setting soon. I'm considering porting the sketch to processing.js, but I am unsure if you can use the toxiclibs libraries in processing.js.
Thanks.
If it's going to run a gallery soon and everything works fine, don't change anything yet just to have everything working as expected:"If ain't broke, don't fix it"
When porting code over to processing.js some functions might be slower or not implemented so best not to take a chance at this point. In the future however if you plan to use processing.js and toxiclibs, you can use the toxiclibs.js port
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I'm a student who uses Netbeans on Mac to Program in C. Due to my previous experience with Java, I really like the feeling of Netbeans IDE. However, I recently noticed, as my projects gets longer and longer, simply coding the plain text is starting to lag heavily, inside the IDE editor.
For example, when I type in any words, even if just comments, if feels like it takes the computer a second or two to respond to every type. Things get even worse when I try to scroll up and down in my code, the response takes a long time, making it feel really bad.
I thought this might be a problem that the IDE haven't been given enough memory. However, after increasing the memory given to the program, it still lags heavily.
Is this all due to the fact running Netbeans to program in C is a bad idea? Or is it something else going wrong in my case?
Thank you very much!
Let's see...
The result is kind of clear. There just wasn't really any viable plan to make it work...
I started working on another computer instead. It seems mac just don't really want to work with netbeans, especially about C.
In my case (MacOS Monterey) the problem was the font size. The more I increased it, the worse the IDE would work.
Over 14 font size the lag is pretty extreme.
I would recommend using another IDE as it looks like this problem has not been fixed even in the latest version.
I'm building an ad in Flash that has a lot of looping MCs playing at once. When I run a greensock command, it runs fine in Flash, but in the browser it only plays the last frame of the tween. Without a lot of trial and error, is there a way to know what are the first things I should try to improve performance?
If I were you I'd use a profiler to try and see A good tool that you could use to try and see where the problem is Adobe Scout. It will help you identify any bottlenecks or where in the code you may have a problem.
Certain IDEs feature profilers as well including FlashDevelop (free) and Flash Builder ($$$).
I am trying to work with FranTK in order to make some examples to work for class. But cant go further the installation process (cabal install may be to mainstream).
I've gotten it from http://src.gnu-darwin.org/ports/x11-toolkits/hs-frantk/work/
in the readme a directory above it says i need to compile TclHaskellSrc, then FranSrc, then FranTkSrc. but i dont know how.
It also says it works with ghc-5, will it work with ghc-7?
has someone already use it successfully?
FRAN is outdated, bitrotted, and will almost certainly not compile under GHC 7. (See Conal Elliott's page for confirmation of this.) It was supposed to have been followed up with successors Reactive and FieldTrip, but, if I remember correctly, these projects hit a snag over OpenGL implementation issues.
If you're looking for good demos of FRP animation, then you'll be better off with one of the following:
elerea - it's simple, and has several good examples
sodium - also simple, and also has several good examples
reactive-banana - More complex than the other two, and more intended for GUI programming than for animation. Still worth a look, as it is well-documented and actively maintained.
The state of the art for FRP used to be Yampa, but I'd recommend against using either it or its recent fork Animas, not because they're bad in any way, but rather because they use Arrows, which tend to overcomplicate an already-difficult subject.
Hope this helps.
Old thread, I know, but Elm (elm-lang.org) has come along in the meantime. It compiles down the JavaScript, supports animations easily, and is under active development.
I have the source code from a plugin for second life to play in a browser but the problem is it's been created for Firefox 3.5, so what I'm trying to do is to bring it up to speed and upgrade it to the current Firefox.
Unfortunately I'm not sure how to go about this as I am literally just looking into this now, any help is greatly appreciated
What's your main aim here? Are you interested in simply making the extension work somehow in the latest firefox or are you more interested in optimizing performance?
Optimization of an application is a very general topic. You can look into the upgrades Gecko has gone through in the recent versions. If there seems to be any specific module for which Gecko is now offering a better interface/compatibility, you might try adapting the same. Again, this is really the programmer's judgment and skill which lets him draw the boundary between feasible and non-feasible development. For a module which is extensively linked with many other modules, it might be a good idea to leave it as it is to avoid sleepless nights (of course that's just my opinion. For some, that is the real kick :D).
If you are interested in creating high-performance plugins, you might like to give Google Web Toolkit a try. It is a Java library which compiles java into optimized javascript introducing various performance oriented quirks. I understand that it is not possible to switch an entire application to GWT easily and wouldn't help you just now, but I think it is worth mentioning for future use.
On the other hand, if you are just interested in making the extension work, you may look into Nightly Tester Tools, which is an extension used to override add on compatibility.
I have been following the usage of JavaScript for the past few years, and with the release of extremely fast scripting engines (V8, SquirrelFish Extrene, TraceMonkey, etc.) the possibilities of JavaScript have increased dramatically. However, the usage share of Internet Explorer coupled with it's total lack of support for recent standards makes me want to drop a bomb on Microsoft's HQ, as it creates a huge amount of problems for any website.
The game will need to be pretty dynamic client-side, with animations and other eye-candy things, but not a full-blown game like those that run directly in the OS using DirectX or OpenGL. However, this might be a little stretch for JavaScript and will certainly feel extremely slow in Internet Explorer (given that the current IE engine can be hundreds of times slower than SFX; gotta see what IE9 will bring), would it be better to just do the whole thing in Flash? I know this means requiring the plug-in AND I have no experience whatsoever with Flash (other than browsing YouTube :P). It also means I can't just output directly from PHP, I would have to use XML or some other format to pass data to it (JSON is directly integrated in JS and PHP can deal with it easily).
Another idea would be to provide an alternative interface just for IE, though I don't know how (ActiveX maybe? or with Flash, then why not just provide it to all browsers) or totally not supporting it and requiring the use of other browsers, although this is plain stupid from a business perspective.
So here am I, wondering what approach to take and thus asking for your advice. How should I build the client-side? AJAX in all browsers, Flash in all browsers or a mix (AJAX for "modern" browsers and something else for the "grandpa": IE).
I recommend a plug-in platform (Flash, Silverlight, or Java) over AJAX. Having a clean layer of abstraction between your game and the client's browser is a big advantage. In any non-trivial AJAX game look forward to endless corner-cases where browsers differ in performance or implementation.
Personally, I think Flash is easy to learn if you are coming from AJAX experience. Flash is currently the most widely installed and proven plug-in for browser games. However, Silverlight and Java are both building momentum. Also, the Unity engine has become a popular choice for commercial browser games.
I think you shouldn't leave Java out of the equation. It's a powerful, fast language, and with Java applets, you can do almost anything. If you want hardware-accelerated graphics via OpenGL, JOGL can do it, even in an applet.
On the other hand, it might not be right for you. But at this early stage, I think you should evaluate all of your options, and since you have no experience with Flash but sound like you've got a bit of programming experience, you might feel more at-home with Java.
I believe the current answer is Flash game.
Alternatives:
Java Applet: getting less and less common those days and it is not commonly installed as a plugin on many computers.
SilverLight: too new and might vary and change in time. not commonly installed on many computers and it's Microsoft (whom tends to change technology every 2 years ...)
JavaScript / AJAX: Still a new kid on the block, it's on the rise it is true with many nice features, but still lack of good cross browser for IE even IE8, can not play sounds internally, still slower than the others, and you don't know where will it evolves.
Eventually probably the best solution for now is Flash development:
Cross platform. Works fast. Long time already alive and have a lot of support.
I hope this answer will change in the next year. Happy Peasach.
Check out Jmonkey. The "plugin" loads if you have Java on your machine. Once it's cached, the next time the visitor goes to the page, it your game loads very quick. Check out their website for demos and see what I mean: http://www.jmonkeyengine.com/
Oh, I forgot to say, it's a 3D scenegraph Java engine. I just tried it again, and it loaded in linux. Looks they've put in some good work.
Don't do it with javascript in the browser. And Flash really can be a pain just because it's closed source and you don't know if you've made a mistake or found a bug - speaking from experience. I'd never want to make another Flash game again.
How about using RaphaelJs , it is a Javascript library that make dinamyc images using SVG, and for IE, it try to make those images using the IE alternative: VML. Im using it on my own WebGame, but i dont really make complex graphics in it. The most complex thing done on RapahelJs was a heath map (20 * 20 tiles ) with a dinamyc opacity slider. An it work with jquery without any problem or configuration!