Exporting a Processing Application to Web Processing IDE - javascript

I am working with Processing trying to develop a simple data visualization application for the number of people with Health Insurance in the US.
I have the sketch working locally on my machine but I have tried to export it for the web using the Javascript mode available from within the Processing IDE.
A folder is generated with a number of files including a HTML page and the JS file for the sketch. However I am getting this error when I try to load the page from my LocalHost
Uncaught Processing.js: Unable to execute pjs sketch: ReferenceError: ListstateMarkers is not defined
My entire code for my Sketch (in Java) is here:
UnfoldingMap map;
List<Marker>stateMarkers;
List<Feature>states;
void setup() {
size(800, 600);
smooth();
map = new UnfoldingMap(this);
MapUtils.createDefaultEventDispatcher(this, map);
states = GeoJSONReader.loadData(this, "ushealthinsurance2005.json");
stateMarkers = MapUtils.createSimpleMarkers(states);
stateMarkers = MapUtils.createSimpleMarkers(states);
map.addMarkers(stateMarkers);
}
void draw() {
map.draw();
for (int i = 0; i < stateMarkers.size(); i++) {
Marker state = stateMarkers.get(i);
//Get information when mouse over a county.
if (state.isInside(map, mouseX, mouseY)) {
state.setColor(color(255, 0, 0));
}
else {
state.setColor(color(0, 0, 255));
}
}
}
I should point out I am also using a Maps Library Unfolding to generate the Map tiles and add interactivity to the application.
Has anyone any Idea what might be going on here? Is this a glitch with the IDE itself? Has anyone ran into a similar problem?
The line throwing the error from within the JS file is this one:
throw "Processing.js: Unable to execute pjs sketch: " + e;
There are over 10,000 lines of generated code making it very difficult to actually debug the problem.
Appreciate any advice or help on the issue.

You can't use Java libraries in JavaScript, so you can't use them in Processing.js.
You have three options:
Option 1: Find a JavaScript library that does the same thing. Unfortunately, Unfolding Maps does not support JavaScript, so you'll have to use something else. The GoogleMaps API might be worth checking out. If you want to embed your application in a website, this is the only real option.
Option 2: Deploy as a runnable jar. You can use something like JarMatey (note: I wrote JarMatey) to package your Processing sketch as a self-extracting runnable jar. You won't be able to embed this in a webpage, but you might use Java Web Start to make deploying over the web easier.
Option 3: Deploy as a packaged executable. Processing can export applications, but they require library directories instead of coming as a single file. Instead, you can create a runnable jar and then use something like JWrapper to create a single-file executable.
Note: Deploying as an applet isn't really an option. Applets are pretty much dead, and they'll be a huge pain for both you and your users. Applets will be deprecated in Java 9.

Related

Dependency tracking modules from a concatenated library

What I've got
A large (proprietary unfortunately) JS library, the many small modules that get rolled up into it during the build process, the accompanying source map, and over 300 examples that use the built version of the library.
The goal
A form of dependency tracking, I guess? I need to be able to modify one of the small modules, rebuild the large file, and then only re-verify the examples that were affected by this change. Note: I don't care whether this requires static analysis or if I have to run all examples thru a headless browser to extract something or so - I'm fine as long as it can be automated.
What I've tried so far
I've read answers to questions like this and tried pre-existing tools like
Madge, but none of them seem to work for my case. Madge in particular is great for telling me which of the modules depend on which modules, but that's not what I'm looking for. Most solutions online are based on the assumption that you're already using something like require.js or similar on which they can piggy-back, but in my case the library is simply just a giant blob.
My current approach is instrumenting the built version of the library by simply appending every line with something like neededModules["the_file_this_line_comes_from.module.js"] = true similar to how code coverage tools do it. However, that fails because of several parts like this:
Points.prototype = Object.assign( Object.create( Info.prototype ), {
plot: ( function () {
var static = new Background();
return function plot( line, physics ) {
<code>
};
}() ),
copy: function () {
return new this.constructor( this.info, this.history ).copy( this );
}
} );
The copy function is tracked/skipped just fine, but because the plot function is an IIFE(right?), the line var static = new Background(); always gets executed, even if there is absolutely no connection to the Points module.
What I'm looking for
Either some help with my current approach and its problems with IIFE or a different solution altogether. I've seen Facebook's Jest does offer dependency tracking, maybe someone has experience with that one, or there's some way to incorporate the source map?
Again, as long as it's automatable and finishes in let's say < 5 min, I'm totally fine with it no matter if it's static analysis or just some hacky script or whatever :)
Thanks!

How to implement an example bolt with the Apache Storm javascript module?

There's a javascript module/library for Apache Storm, but I don't recall seeing any examples using it. Looking at the library, I'm not sure how to implement an example BasicBolt that emits stuff. We have a custom Storm topology builder and manager, so I'm integrating and running a node.js bolt with that. I was able to get one running with the storm-node modules (https://www.npmjs.com/package/storm-node => https://github.com/STRML/storm-node, https://github.com/Lazyshot/storm-node). But I'd prefer to use the barebones main Apache Storm library if possible. I got as far as follows below. Am able to log a message to storm, but not able to emit data to the next bolt in the topology to consume. I'm thinking I am not calling the emit() function correctly. With storm-node, it was much easier to emit what I wanted. Any ideas what I'm doing wrong or missing?
var ExampleBolt = require("./storm.js").BasicBolt;
ExampleBolt.prototype.process = function(tuple, done) {
this.log("loggedamessage");
var data = JSON.stringify(tuple.values);
//originally tried something like this...
//this.emit([data]);
this.emit({'tuple':data,'anchorTupleId':tuple.values},function taskIdHandler(taskId){ return; });
done();
};
var bolt = new ExampleBolt();
bolt.run();
And unfortunately, the storm infrastructure I'm using does not report any useful runtime errors regarding the node bolt for me to figure out the problem.
https://github.com/apache/storm/blob/master/examples/storm-starter/multilang/resources/splitsentence.js
is a test split sentence bolt that is used as part of our tests. It should give you a good place to start.

how do you allow javascript communications with Flex/Flash/Actionscript

Well here's a problem.
I've got a website with large javascript backend. This backend talks to a server over a socket with a socket bridge using http://blog.deconcept.com/swfobject/
The socket "bridge" is a Flex/Flash .swf application/executable/plugin/thing for which the source is missing.
I've got to change it.
More facts:
file appExePluginThing.swf
appExePluginThing.swf Macromedia Flash data (compressed), version 9
I've used https://www.free-decompiler.com/flash/ to decompile the .swf file and I think I've sorted out what's the original code vs the libraries and things Flash/Flex built into it.
I've used FDT (the free version) to rebuild the decompiled code into MYappExePluginThing.swf so I can run it with the javascript code and see what happens.
I'm here because what happens isn't good. Basically, my javascript code (MYjavascript.js) gets to the point where it does
window.log("init()");
var so = new SWFObject("flash/MYappExePluginThing.swf"", socketObjectId, "0", "0", "9", "#FFFFFF");
window.log("init() created MYappExecPluginThing!!!");
so.addParam("allowScriptAccess", "always");
log("init() added Param!!");
so.write(elId);
log("init() wrote!");
IE9's console (yeah, you read that right) shows
init()
created MYappExecPluginThing!!!
init() added Param!!
init() wrote!
but none of the debugging i've got in MYappExePluginThing.as displays and nothing else happens.
I'm trying to figure out what I've screwed up/what's going on? Is MYappExePluginThing.as running? Is it waiting on something? Did it fail? Why aren't the log messages in MYappExePluginThing.as showing up?
The first most obvious thing is I'm using FDT which, I suspect, was not used to build the original. Is there some kind of magic "build javascript accessible swf thing" in FlashBuilder or some other IDE?
First noteworthy thing I find is:
file MYappExePluginThing.swf
MYappExePluginThing.swf Macromedia Flash data (compressed), version 14
I'm using Flex 4.6 which, for all I know, may have a completely different mechanism for allowing javascript communication than was used in appExePluginThing.swf
Does anyone know if that's true?
For example, when FDT runs this thing (I can compile but FDT does not create a .swf unless i run it) I get a warning in the following method:
private function init() : void
{
Log.log("console.log", "MYappExePluginThing init()");
//var initCallback:String = Application.application.parameters.initCallback?Application.application.parameters.initCallback:"MYjavascript.MYappExePluginThing_init";
var initCallback:String = FlexGlobals.topLevelApplication.parameters.initCallback?FlexGlobals.topLevelApplication.parameters.initCallback:"MYjavascript.MYappExePluginThing_init";
try
{
ExternalInterface.addCallback("method1Callback",method1);
ExternalInterface.addCallback("method2Callback",method2);
ExternalInterface.call(initCallback);
}
catch(err:Error)
{
Log.log("console.log", "MYappExePluginThing init() ERROR err="+err);
}
}
I got a warning that Application.application was deprecated and I should change:
var initCallback:String = Application.application.parameters.initCallback?Application.application.parameters.initCallback:"MYjavascript.MYappExePluginThing_init";
to:
var initCallback:String = FlexGlobals.topLevelApplication.parameters.initCallback?FlexGlobals.topLevelApplication.parameters.initCallback:"MYjavascript.MYappExePluginThing_init";
which I did but which had no effect on making the thing work.
(FYI Log.log() is something I added:
public class Log{
public static function log(dest:String, mssg:String):void{
if(ExternalInterface.available){
try{
ExternalInterface.call(dest, mssg);
}
catch(se:SecurityError){
}
catch(e:Error){
}
}
trace(mssg);
}
}
)
Additionally, in MYjavascript.js MYappExePluginThing_init looks like this:
this.MYappExePluginThing_init = function () {
log("MYjavascript.js - MYappExePluginThing_init:");
};
Its supposed to be executed when MYappExePluginThing finishes initializing itself.
Except its not. The message is NOT displaying on the console.
Unfortunately, I cannot find any references explaining how you allow javascript communication in Flex 4.6 so I can check if I've got this structured correctly.
Is it a built in kind of thing all Flex/Flash apps can do? Is my swf getting accessed? Is it having some kind of error? Is it unable to communicate back to my javascript?
Does anyone have any links to references?
If this was YOUR problem, what would you do next?
(Not a full solution but I ran out of room in the comment section.)
To answer your basic question, there's nothing special you should need to do to allow AS3-to-JS communication beyond what you've shown. However, you may have sandbox security issues on localhost; to avoid problems, set your SWFs as local-trusted (right-click Flash Player > Global Settings > Advanced > Trusted Location Settings). I'm guessing this not your problem, though, because you'd normally get a sandbox violation error.
More likely IMO is that something is broken due to decompilation and recompilation. SWFs aren't meant to do that, it's basically a hack made mostly possible due to SWF being an open format.
What I suggest is that you debug your running SWF. Using break-points and stepping through the code you should be able to narrow down where things are going wrong. You can also more easily see any errors your SWF is throwing.
Not really an answer, but an idea to get you started is to start logging everything on the Flash side to see where the breakage is.
Since you're using IE, I recommend getting the Debug flash player, installing it, then running Vizzy along side to show your traces.
Should give you a good idea of where the app is breaking down.
Vizzy
Debug Player

Web Workers for Parsing Raw Input in Chrome Packaged Calculator App

I am currently working on a calculator that will run as a packaged (desktop) chrome app. I am using the math.js library to parse math input. This is my old code:
evaluate.js:
var parser = math.parser();
function evaluate(input){
$("#output").text(parser.eval(input));
}
However, if the input is something unreasonable like 6234523412368492857483928!, the app just freezes, because it is trying to evaluate the input. I know that math.js is still in beta so eventually there might be a fix (overflow errors), but I couldn't find any other library that parses raw input the way math.js does.
To fix this, I am trying to fix this using web workers to run it asynchronously. Here is the code that I have right now:
main.js
var evaluator = new Worker('evaluate.js');
evaluator.addEventListener('message', function(e){
$("#output").text(e.data);
}, false);
function evaluate(input){
evaluator.postMessage(input);
}
evaluate.js
var parser = math.parser();
function mathEval(input){
return parser.eval(input);
}
self.addEventListener('message', function(e){
self.postMessage(mathEval(e.data));
});
However, this doesn't work when I run it. Also, I noticed that when I use web workers, it throws the error Uncaught ReferenceError: math is not defined - evaluate.js:1, but it didn't throw this error with the old code.
Questions: Why doesn't this code work to evaluate the input? Is it possible to use multiple workers to speed it up? If I wanted to implement some sort of overflow error for when the worker takes more than 2 seconds, what would be the best way to go about doing it? Finally, is there a better way to do this?
Web Workers are run in totally separate context. They don't have access to the objects from parent web page. If you want to use math.js you have to import it into the worker using importScript.
I recommend to read Using Web Workers guide, part "Importing Scripts And Libraries" which describes how to do it, and how it works in detail.

Phonegap 3 contains an alert box in which "OK" crashes browser

I can't come up with a good explanation for this, but when I include
<script type="text/javascript" src="phonegap.js"></script>
In my Phonegap app, which I have not modified, 2 pops will appear on screen.
//The first popup
gap:["PluginManager","startup","PluginManager224542697"]
//the second
gap:["App","show","App224542698"]
I have to cancel both popups and would really love to understand the reasoning.
The two lines in question are on line 21117 and 21118 of phonegap.js
// Tell the native code that a page change has occurred.
require('cordova/exec')(null, null, 'PluginManager', 'startup', []);
require('cordova/channel').onNativeReady.fire();
This of course does not break when its in the app, but it does mean that development is next to impossible.
For me the issue was occurring because phonegap.js was falling back to PROMPT based mode when running outside of phonegap. I believe this mode is intended for phonegap below Android 3.2, where all communication is via alert prompts (which is what you're seeing).
I fixed the problem by setting the following variable before loading phonegap.js:
window._cordovaNative = true;
This tricks phonegap into thinking you're running above phonegap 3.2 hence never enters Prompt mode.
Of course, if you're targeting devices below 3.2 then doing this will probably break all communication with Phonegap on those devices...
I have stumbled upon this error and question while trying the following:
Completed the hello world tutorial with cordova create, etc.
Deployed both on emulator and the connected device w/o a problem.
I got the same error as OP when doing cordova serve and just navigating to //localhost:8000 as instructed.
I agree - seeing those alerts is super annoying. It kills the whole point of speedy non-native js-based development.
What is going wrong?
Communication API with the "device" is falling back to this handler promptbasednativeapi.js (also see cordova-js/src/android/exec.js). On version 3.x.x just saying
window._cordovaNative = true;
was not enough for me. One should implement the whole protocol of communication.
Quick solution
You can use some browser side "emulator", e.g. Ripple emulator extension for chrome ([UPDATE] Consider using https://github.com/apache/incubator-ripple for phonegap 3.x.x as pointed by DuKes0mE). Such an "emulator" can understand and fire respective events, e.g. "device ready". So far it looks promising :-)
What is going on?
An answer by #antscode was of great help. After some digging and reading of cordova/cordova-js code I figured out that
Error comes from the mechanism which is a part of cordova plugin architecture. Plugins are developed as so called cordova commands which can be executed from js - this is exactly how cordova architecture is organized.
Cordova is a JS framework. One is suggested to primary write (non-native) JS code. To talk to all those different native plugins one has to come up with the protocol to communicate with them, sort of RPC with JSON serialization. This is exactly what is going own.
Plugins can be also in pure JS. To quote the manual
Create a new echome plugin with:
window.echo = function(str, callback) {
cordova.exec(callback, function(err) {
callback('Nothing to echo.');
}, "Echo", "echo", [str]);
};
Access it as a cordova command via JS:
window.echo("echome", function(echoValue) {
alert(echoValue == "echome"); // should alert true.
});
No emulator solution
I could imagine a situation when an rather complicated app will break just inside such an web-browser client side "emulator" (and only in it). A better solution would be to figure out a way to convince the app not to fallback to PROMPT method of communication (the one that makes annoying alerts). Well, I do not have such a solution right now :-( Will be happy to learn how to do it though.
Solution is here: https://gist.github.com/ewiger/7d5e0cc8fccf311e9ce2
there is probably no return event for the cancel button. if no instructions are passed to the kernel, this results in an exception(your browser crashing.) try defining an action for the cancel button and see if that helps.
I went into hello/platforms/ios/CordovaLib and copied the cordova.js file into my www root and changed
Or download from here:https://github.com/apache/cordova-ios/blob/master/CordovaLib/cordova.js
<script type="text/javascript" src="phonegap.js"></script>
to
<script type="text/javascript" src="cordova.js"></script>
and no more popups
I was having the same issue with a project created by another developer. The cause in my case was the remains of the Cordova/PhoneGap 2.x configuration. This popup is related to the plugin system. Removing plugin from my config.xml made it better:
<plugin name="InAppBrowser" value="org.apache.cordova.InAppBrowser" />
The end, I decided it would be best to make a new 3.x project and move all of my HTML/CSS/JS to the newly created project. The new project fixed all issues.
I had initially resisted posting an answer on this question. As was mentioned by one of the developers that the phonegap.js should not be included unless it is production code.
This however means you can't tests phonegap features.
To briefly explain my thought process, in all my years developing (php) I have often set global variables that I can easily write code for dev, stage or production.
Please consider this might not be the best way to go, but for me it works and I'm enjoying the rest of my backbone app far more than revisiting this currently ;)
So, I did this:
//Define SD
var SD = {}; //define SD so we can use it globally
/*==================================================
Is Mobile - If true then we are a mobile
================================================== */
SD.isMobile = true;
//This is with the assumtion that your domain contains (for exmaple) http://yourdomain.local
if (document.URL.indexOf("local") > 0 || document.URL.indexOf("sex") > 0) {
SD.isMobile = false;
}
SD = {
isMobile: SD.isMobile,
ENVIROMENT: 'liveApp',
CDN: 'yoururl.com/',
HTTP: 'http://yoururl.com/',
}
// #define the globals depending on where we are -----------------------------------------------------
SD.globals = function () {
switch (window.location.hostname) {
case "sd.local":
SD.ENVIROMENT = 'localApp',
SD.CDN = 'sd.local/',
SD.HTTP = 'http://yoururl.com/',
SD.AJAX = SD.HTTP+'app/';
break;
case "192.168.0.25": //Set to your machines IP address
SD.ENVIROMENT = 'mobilePhone',
SD.AJAX = SD.HTTP+ 'app/';
break;
default:
SD.AJAX = SD.HTTP+'app/';
break;
}
};
And now finally, after all the init work I add the phonegap.js if we need it.
if(SD.isMobile){
$.getScript('phonegap.js', function( data, textStatus, jqxhr){
c( "cordova was loaded." );
});
I was experiencing the exact same two popups you describe but only experienced them when i added iOS to my phonegap project. the first time i did this i copied the www folder from my working Android app. this was the problem because it had artifacts from the Android plugins. After blasting and recreating the iOS app in the phonegap project using the command line tools i more carefully brought over only the needed html, js and css files for my app which resolved the issue.

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