I am using A-Frame javascript 8th wall libarary and tap place component to place a model. When I tap on the screen iam getting the above warning and after 2 minutes or so I can see the model on the screen. I am not using any gltfloaders it is just plain html5, javascript with aframe tap-place component.
Is this something normal or am I doing wrong in my coding? Thanks in advance for helping!
My git link - https://github.com/NishithaSurapudi/tap_place
I believe the warning is coming from three.js which the 8thwall lib depends on. Try updating to the latest version of aframe, but if you can't fix it, its a minor warning so I wouldn't worry about it.
The problem seems to be that console.time is called multiple times with the same label. If you load a single model with GLTFLoader, everything should work fine. The warning shows when you start loading multiple models.
Related
I'm creating a document editing tool in electron and I'd really like to split the functional views into dockable windows within the program. I like the functionality of Atom's dockable windows, and how it remembers where they are on next load.
I'm wondering if there are any component libraries or projects out there which are a barebone example of this working? I've tried picking apart atom to work out how it works, but I'm not sure if I'm going to be able to cleanly extract their code.
You can use chrome-tabs then all you have to do is display the reset of the content by your active tab.
I am writing a simple interactive animation for a website and am having an issue with the easeljs library.
The first part of my code has a spritesheet animation that I grabbed the sample code from https://blogs.msdn.microsoft.com/davrous/2012/03/16/html5-gaming-animating-sprites-in-canvas-with-easeljs/ and modified it accordingly.
The second part of my code has some interactivity (user click on some images and they produce sounds).
OK, if I use the library easeljs-0.6.0.min the animation will work but the code will raise an error saying that "object.on is not a function" (on click event that I use for the interactivity). This code causes it:
function ConfigureIcon(object)
{
object.on("click", function(evt){
}
}
Then if I try to use instead the library easeljs-0.8.0.min the interactivity will work but then the code will raise an error saying that "createjs.BitmapAnimation is not a constructor". This code causes it:
bmpEyesAnimation = new createjs.BitmapAnimation(EyesSpriteSheet);
Any idea?
Thanks!
In EaselJS 0.8.x, the BitmapAnimation type has been renamed to Sprite.
According to the release notes, this was done in version 0.7. The release notes give no other instructions about how to transition from BitmapAnimation to Sprite, which suggests you can simply rename it and it will work as-is.
I'm looking for an ideal way to hook into and measure the time of bootstrapping an angular application which uses 'automatic intialization' (https://docs.angularjs.org/guide/bootstrap).
I've looked around and there doesn't appear to be a good built-in hook where I could measure the start/end-time with.
Anyone know of a nice solution for doing this?
If you want it only for testing performance you can use
console.time("Bootstrap");
//DO YOUR BOOTSTRAPPING
console.timeEnd("Bootstrap");
And then look at the console log in chrome
Just to provide an answer here: looking further into angular.boostrap, it appears you currently have to manually bootstrap and time both before and after. Alternatively, if you don't want to manually bootstrap angular, you'd have to edit/update angular to have a callback hook before/after.
You can also do this using W3C User Timing. For example, if you isert a timing mark here, then wouldn't this show the entry point since Angular begins to execute here. Then inserting another mark to calculate the time once you know the end. I used a JavaScript code I found that measures the Bootstrap finish.
performance.mark('entryPoint');
platformBrowserDynamic().bootstrapModule(AppModule)
window.performance && performance.measure && performance.measure("BootDuration", "entryPoint", "AngularBootstrapFinished");
I'm making a website using gulp and angular. When I load the page in the browser, my developer tools, sources tab shows my css resources to be copies of my html. This only started happening after I tried to make a custom directive using angular. I took the custom directive out and tried to change everything back but it is still loading both my css and js as just the html code from the page. Does anyone have any idea what might cause this? My google and stackoverflow searches have turned up nothing.
After restarting Chrome and restarting my computer twice everything magically started working again. So I never knew what exactly went wrong but the principles of always try "on/off" before anything else seems to apply.
I am having an issue with the rallymultiobjectpicker, where there is a lack of option text loaded, so there is this banding effect with the list items and their checkboxes. There are no errors in the console, so I have no idea what is wrong. I have tried to minimize the amount of config options specified to the basic modelType, but the issue still persists. I am using it to display tags, if that should make any difference. It seems to work in a standalone app, but I don't see why any of the other components in the larger app would cause loading conflicts, and not throw any errors.
Here is an image depicting the issue: http://i.imgur.com/kqXR0.png
Note: I guess I should note that this was in preview 1. They seem to load fine in preview 2. I am not sure if there is a recommended fix for preview 1. Please let me know.
Thank you for pointing this out and for clarifying the behavior is restricted to 2.0p1. I don't believe that a fix will be forthcoming for preview 1 - the developers are currently working hard on 2.0p3, which will have a number of enhancements and bug fixes. I'd recommend keeping an eye on http://developer.rallydev.com for the latest and greatest version during the preview period and updating your code to match.