Can I Set Windows Console width in Node.js?
process.stdout.columns =300;
process.stdout.rows = 300;
console.log(process.stdout.columns)
console.log(process.stdout.rows)
it doesn't work?
it's not very complicated.
var COORD=
refStruct({
X: ref.types.int16
,Y: ref.types.int16
})
//kernel32
this.kernel32 = new ffi.Library('kernel32', {
'SetConsoleScreenBufferSize': ['bool', ['int32', COORD]]
, 'GetStdHandle': ['int32', ['long']]
});
this.setConsoleBufferSize = function (colume,row) {
var handle = winapi.kernel32.GetStdHandle(-11);
var x = winapi.kernel32.SetConsoleScreenBufferSize(handle, new COORD({
X: colume
, Y: row
}));
};
Based on your comments and the documentation for process.stdout I would say that .columns and .rows are read only.
I've been looking for a while and it does not seem like there is any way to resize the console window from node.
Related
I am trying to add a simple countdown timer to a Phaser game. When the timer ends I want the game to restart. After adding the relevant code there are no errors in the console but I can't get the timer to appear on the screen. I am new to Phaser and am still learning Javascript. Where I am going wrong please? I have posted only the relevant code below, and the code used for already existing text in the game that is working fine (text to count coins collected).
PlayState = {};
PlayState.init = function () {
//....
};
PlayState.preload = function () {
this.game.load.image('font:numbers', 'images/numbers.png'); //for the
//HUD coin count - not the timer
};
PlayState.create = function () {
//TIMER CODE:
this.timeInSeconds = 120;
this.timeText = this.game.add.text(this.game.world.centerX,
this.game.world.centerY, "0:00",{font: '15px Arial', fill: '#FFFFFF', align:
'center'});
this.timeText.anchor.set(0.5, 0.5);
this.timer = this.game.time.events.loop(Phaser.Timer.SECOND,
this.updateTimer, this);
};
PlayState.update = function () {
this.coinFont.text = `x${this.coinPickupCount}`; //for HUD coin count not
//the timer
};
//TIMER CODE:
PlayState.updateTimer = function() {
this.timeInSeconds--;
var minutes = Math.floor(this.timeInSeconds / 60);
var seconds = this.timeInSeconds - (minutes * 60);
var timeString = this.addZeros(minutes) + ":" + this.addZeros(seconds);
this.timeText.text = timeString;
if (this.timeInSeconds == 0) {
this.game.state.restart();
}
};
//add leading zeros to any number less than 10
//for example turn 1 to 01
PlayState.addZeros = function(num) {
if (num < 10) {
num = "0" + num;
}
return num;
};
//BELOW IS CODE FOR THE COIN COUNT NOT THE TIMER
PlayState._createHud = function () {
this.keyIcon = this.game.make.image(0, 30, 'icon:key');
this.keyIcon.anchor.set(0, 0.5);
const NUMBERS_STR = '0123456789X ';
this.coinFont = this.game.add.retroFont('font:numbers', 20,
26,NUMBERS_STR, 6);
let coinIcon = this.game.make.image(this.keyIcon.width + 7,
0, 'icon:coin');
let coinScoreImg = this.game.make.image(coinIcon.x +
coinIcon.width, coinIcon.height / 2, this.coinFont);
coinScoreImg.anchor.set(0, 0.5);
this.hud = this.game.add.group();
this.hud.add(coinIcon);
this.hud.position.set(10, 10);
this.hud.add(coinScoreImg);
this.hud.add(this.keyIcon);
this.hud.fixedToCamera = true;
};
window.onload = function () {
let game = new Phaser.Game(1280, 800, Phaser.CANVAS, 'game');
game.state.add('play', PlayState);
game.state.start('play');
};
I have finally solved the issue. The text was not showing because it was being rendered AFTER the background image in create. So it was there but being hidden by the background image. I simply moved the timer code to the end of create and it now works.
PlayState.create = function () {
this.game.world.setBounds(0, 0, 2560, 800);
background1 = this.game.add.sprite(0, 0, 'background');
background2 = this.game.add.sprite(1280, 0, 'background2');
this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.game.scale.setMinMax(480,320,1280,800);
this.game.scale.windowConstraints.bottom = 'visual';
this.game.add.image(0, 0, 'background');
this._loadLevel(this.game.cache.getJSON('level:1'));
this._createHud();
//TIMER CODE SHOULD GO HERE AND NOT AT THE BEGINNING OF CREATE
this.timeInSeconds = 120;
this.timeText = this.game.add.text(220, 30, "0:00",{font: '30px Arial', fill:
'#FFFFFF', align: 'center'});
this.timeText.anchor.set(0.5, 0.5);
this.timer = this.game.time.events.loop(Phaser.Timer.SECOND, this.updateTimer,
this);
};
You set the initial text to "0:00" and even that doesn't show on screen? First thing I would do is look at the coordinates where the text is located, maybe it's not visible off screen. Instead of this.game.world.centerX, this.game.world.centerY try something like 100,100, does it show up then? Also try to set very long initial text, so something like "blah test ABC 123" instead of "0:00" maybe makes some difference.
Secondly, maybe the Arial font is not available for some reason. If you leave out the {font: '15px..'center'} part it will use a default font, does that change anything?
Thirdly, you say you didn't post all your code here, but maybe you accidentally overwrite the variable this.timeText somewhere in you code? So check that you don't set that variable to be something else.
Finally, I would add a console.log to the updateTimer function, just to see if it is being called. so:
PlayState.updateTimer = function() {
console.log('updateTimer was called: ' + this.timeInSeconds);
this.timeInSeconds--;
// etc.
I would like to use the "zoomToMapObject" method based on a selection on a dropdown menu.
For some reason the start zoom location is the middle of the map and not the set the geoPoint.
(The zooming works but the start location make it look a bit weird.)
My current approach looks like this:
const duration = this.chart.zoomToMapObject(selectedPoloygon, this.countryZoom, true).duration;
setTimeout(() => {
this.chart.homeGeoPoint = geoPoint;
this.chart.homeZoomLevel = this.countryZoom;
}, duration);
this.handleCountrySelection(selectedPoloygon);
Somehow even setting the homeGeoPoint / homeZoomLevel doesn't affect next zoom actions.
**UPDATE: Workaround heavy cost (from 1300 nodes to over 9000) **
I examined the problem a step further. It seems the middle point gets set when I push a new mapImageSeries into the map.
My workarround currently is to draw all points on the map and hide them.
Then after I select a country I change the state to visible.
However this approach is very costly. The DOM-Nodes rises from 1300 to ~ 9100.
My other approach with creating them after a country has been selected AND the zoom animation finished was much more
effective. But due to the map starting every time for a center location it is not viable? Or did I do s.th. wrong?
Here is my current code which is not performant:
// map.ts
export class MapComponent implements AfterViewInit, OnDestroy {
imageSeriesMap = {};
// ... standard map initialization ( not in zone of course )
// creating the "MapImages" which is very costly
this.dataService.getCountries().forEach(country => {
const imageSeriesKey = country.id;
const imageSeriesVal = chart.series.push(new am4maps.MapImageSeries()); // takes arround 1-2 ms -> 300 x 2 ~ 500 ms.
const addressForCountry = this.dataService.filterAddressToCountry(country.id); // returns "DE" or "FR" for example.
const imageSeriesTemplate = imageSeriesVal.mapImages.template;
const circle = imageSeriesTemplate.createChild(am4core.Circle);
circle.radius = 4;
circle.fill = am4core.color(this.colorRed);
circle.stroke = am4core.color('#FFFFFF');
circle.strokeWidth = 2;
circle.nonScaling = true;
circle.tooltipText = '{title}';
imageSeriesTemplate.propertyFields.latitude = 'latitude';
imageSeriesTemplate.propertyFields.longitude = 'longitude';
imageSeriesVal.data = addressForCountry.map(address => {
return {
latitude: Number.parseFloat(address.lat),
longitude: Number.parseFloat(address.long),
title: address.company
};
});
imageSeriesVal.visible = false;
this.imageSeriesMap[imageSeriesKey] = imageSeriesVal;
});
// clicking on the map
onSelect(country) {
this.imageSeriesMap[country].visible = true;
setTimeout( () => {
const chartPolygons = <any>this.chart.series.values[0];
const polygon = chartPolygons.getPolygonById(country);
const anim = this.chart.zoomToMapObject(polygon, 1, true, 1000);
anim.events.on('animationended', () => {});
this.handleCountrySelection(polygon);
}, 100);
});
}
handleCountrySelection(polygon: am4maps.MapPolygon) {
if (this.selectedPolygon && this.selectedPolygon !== polygon) {
this.selectedPolygon.isActive = false;
}
polygon.isActive = true;
const geoPoint: IGeoPoint = {
latitude: polygon.latitude,
longitude: polygon.longitude
};
this.chart.homeGeoPoint = geoPoint;
this.chart.homeZoomLevel = this.countryZoom;
this.selectedPolygon = polygon;
}
}
Thanks to your thorough followup I was able to replicate the issue. The problem you were having is triggered by any one of these steps:
dynamically pushing a MapImageSeries to the chart
dynamically creating a MapImage via data (also please note in the pastebind you provided, data expects an array, I had to change that while testing)
In either step, the chart will fully zoom out as if resetting itself. I'm going to look into why this is happening and if it can be changed, so in the meantime let's see if the workaround below will work for you.
If we only use a single MapImageSeries set in advance (I don't particularly see a reason to have multiple MapImageSeries, would one not do?), that eliminates problem 1 from occurring. Asides from data, we can create() MapImages manually via mapImageSeries.mapImages.create(); then assign their latitude and longitude properties manually, too. With that, problem 2 does not occur either, and we seem to be good.
Here's a demo with a modified version of the pastebin:
https://codepen.io/team/amcharts/pen/c460241b0efe9c8f6ab1746f44d666af
The changes are that the MapImageSeries code is taken out of the createMarkers function so it only happens once:
const mapImageSeries = chart.series.push(new am4maps.MapImageSeries());
const imageSeriesTemplate = mapImageSeries.mapImages.template;
const circle = imageSeriesTemplate.createChild(am4core.Circle);
circle.radius = 10;
circle.fill = am4core.color('#ff0000');
circle.stroke = am4core.color('#FFFFFF');
circle.strokeWidth = 2;
circle.nonScaling = true;
circle.tooltipText = 'hi';
In this case, there's no need to pass chart to createMarkers and return it, so I've passed polygon instead just to demo dynamic latitude/longitudes, I also assign our new MapImage to the polygon's data (dataItem.dataContext) so we can refer to it later. Here's the new body of createMarkers:
function createMarkers(polygon) {
console.log('calling createMarkers');
if ( !polygon.dataItem.dataContext.redDot) {
const dataItem = polygon.dataItem;
// Object notation for making a MapImage
const redDot = mapImageSeries.mapImages.create();
// Note the lat/long are direct properties
redDot.id = `reddot-${dataItem.dataContext.id}`;
// attempt to make a marker in the middle of the country (note how this is inaccurate for US since we're getting the center for a rectangle, but it's not a rectangle)
redDot.latitude = dataItem.north - (dataItem.north - dataItem.south)/2;
redDot.longitude = dataItem.west - (dataItem.west - dataItem.east)/2;;
dataItem.dataContext.redDot = redDot;
}
}
There's no need for the animationended event or anything, it just works since there is no longer anything interfering with your code. You should also have your performance back.
Will this work for you?
Original answer prior to question's edits below:
I am unable to replicate the behavior you mentioned. Also, I don't know what this.countryZoom is.
Just using the following in a button handler...
chart.zoomToMapObject(polygon);
...seems to zoom just fine to the country, regardless of the current map position/zoomLevel.
If you need to time something after the zoom animation has ended, the zoomToMapObject returns an Animation, you can use its 'animationended' event, e.g.
const animation = this.chart.zoomToMapObject(selectedPoloygon, this.countryZoom, true);
animation.events.on("animationended", () => {
// ...
});
Here's an example with all that with 2 external <button>s, one for zooming to USA and the other Brazil:
https://codepen.io/team/amcharts/pen/c1d1151803799c3d8f51afed0c6eb61d
Does this help? If not, could you possibly provide a minimal example so we can replicate the issue you're having?
i've a little issue for calling new icon with leaflet.
this is my code and i'm using the ajax lib leaflet-ajax.
var map = L.map('map').setView([51.505, -0.09], 13);
L.tileLayer('http://{s}.tile.osm.org/{z}/{x}/{y}.png', {
attribution: '© OpenStreetMap contributors'
}).addTo(map);
var Icon1 = L.icon({
iconUrl: '/img/pin.svg',
iconSize: [38, 40]
});
var Icon2 = L.icon({
iconUrl: '/img/pin2.svg',
iconSize: [38, 40]
});
var Icon3 = L.icon({
iconUrl: '/img/pin3.svg',
iconSize: [38, 40]
});
function popUp(feature, layer) {layer.bindPopup('<p><b>' + feature.properties.name + '</b></p>' + '<p>' + feature.properties.description + '</p>');}
function popUp2(feature, layer) {layer.bindPopup('<p><b>' + feature.properties.name + '</b></p>' + '<p>' + feature.properties.special + '</p>');}
and where i think i have my issue with the call method for the icon
// call json
var geojsonLayer1 = new L.GeoJSON.AJAX("/json/jsonlayer1.json", {onEachFeature:popUp}, {icon:Icon1});
var geojsonLayer2 = new L.GeoJSON.AJAX("/json/jsonlayer2.json", {onEachFeature:popUp}, {icon:Icon2});
var geojsonLayer3 = new L.GeoJSON.AJAX("/json/jsonlayer3.json", {onEachFeature:popUp2}, {icon:Icon3});
// create group layer
var group1 = L.layerGroup([geojsonLayer1]);
var group2 = L.layerGroup([geojsonLayer2]);
var group3 = L.layerGroup([geojsonLayer3]);
// call group layer on dialog box
var checkboxesJson = {
"layer1": group1,
"layer2": group2,
"layer3": group3
};
L.control.layers(null,checkboxesJson).addTo(map);
Thank you for your help !
If my understanding is correct, you are trying to create a customized GeoJSON layer group through using leaflet-ajax plugin. But you do not know how to specify the icon that should be applied on markers for points of your GeoJSON data?
It looks like this plugin will simply use all standard L.GeoJSON options that are specified in the second argument of the constructor / factory, as you did for your onEachFeature option. Note that you can have many options in one single object.
However, you should use option pointToLayer instead of just icon, which is an option for a Marker. The function that you pass to pointToLayer should return an L.Marker, where indeed you would use the icon option.
For example you could do:
var geojsonLayer1 = L.geoJson.ajax(
"/json/jsonlayer1.json",
{
onEachFeature: popUp,
pointToLayer: function (feature, latlng) {
return L.marker(latlng, { icon: Icon1 })
}
});
Note that it is usually recommended to instantiate one icon per marker, even though it should work in your simple case.
By the way, note that L.geoJson (and with ajax plugin, L.geoJson.ajax) return an extended type of L.LayerGroup, so you do not have to import them into a new Layer Group to be able to use them in the Layers Control.
Therefore you could directly do:
// call group layer on dialog box
var checkboxesJson = {
"layer1": geojsonLayer1,
"layer2": geojsonLayer2,
"layer3": geojsonLayer3
};
L.control.layers(null,checkboxesJson).addTo(map);
In most browsers, the following would work.
window.onload = function(){
console.log( document.getElementById('svgElm').getBoundingClientRect().width );
};
Here is a demo. If you try it in Google Chrome, the console will output 200. However, FireFox returns 0.
I've ended up falling back to the parent dimensions if SVG properties cannot be returned. Here is a demo http://jsbin.com/uzoyik/1/edit.
The relavent code is:
svg.clientWidth || svg.parentNode.clientWidth
svg.clientHeight || svg.parentNode.clientHeight
I don't think "width" is a standard cross-browser property of the object returned by the getBoundingClientRect method. I typically do something like:
var box = el.getBoundingClientRect();
var width = box.right-box.left;
var height = box.bottom-box.top;
The solution I found for this was to use .getComputedStyle(). And since svg elements are not supported in old IE8- browsers, .getComputedStyle() is the way to give consistent results.
So I ended up using this function in my library:
var heightComponents = ['height', 'paddingTop', 'paddingBottom', 'borderTopWidth', 'borderBottomWidth'],
widthComponents = ['width', 'paddingLeft', 'paddingRight', 'borderLeftWidth', 'borderRightWidth'];
var svgCalculateSize = function (el) {
var gCS = window.getComputedStyle(el), // using gCS because IE8- has no support for svg anyway
bounds = {
width: 0,
height: 0
};
heightComponents.forEach(function (css) {
bounds.height += parseFloat(gCS[css]);
});
widthComponents.forEach(function (css) {
bounds.width += parseFloat(gCS[css]);
});
return bounds;
};
This Firefox bug was fixed in Firefox 33 which was released on 14 October 2014.
See bug 530985 for details.
I am creating table view in titanium. I got a problem here.
I am not getting image in leftImage of table row.
Here is the code:
var table1 = Titanium.UI.createTableView();
var section = Titanium.UI.createTableViewSection();
var row1 = Titanium.UI.createTableViewRow();
row1.leftImage : 'android/images/res/radio.jpg',
row1.title = "Nuts";
row1.color = "red";
section.add(row1);
data.push(section);
table1.setData(data);
I am getting the complete row but Image is not displaying. I tried it a lot. Waiting for your feedback.
Thanks in advance.
Doing it the way you provided I had some problem with too. Better try it with an imageview and position it. Something like this:
var image = Titanium.UI.createImageView({
url: Titanium.Filesystem.resourcesDirectory + 'android/images/res/radio.jpg',
left: 5
});
row1.add(image);
Make sure you use the root path for anything, especially in Android. You can do that with Titanium.Filesystem.resourcesDirectory which is the path to the resources directory.
there must be some issue with your image path. the code below works for me:
var win1 = Ti.UI.createWindow({
title:'home',
backgroundColor:'white'
});
var data = [];
var table1 = Titanium.UI.createTableView();
var section = Titanium.UI.createTableViewSection();
var row1 = Titanium.UI.createTableViewRow({
leftImage : 'images/KS_nav_ui.png',
title : "Nuts",
color : "red"
});
section.add(row1);
data.push(section);
table1.setData(data);
win1.add(table1);
win1.open();