Javascript on the fly

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README.md

WebContainers API template. Try your files on the fly.

On prestart the script will create the copy of the files in file.ts and mount them on the WebContainer. To run them, navigate to the directory of the project you want to run and run npm i; npm start

Then click edit index.js and play around.

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Run your projects entirely in the browser with WASM.

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Load a JavaScript File on the Fly

Similar to my previous article on how to add/inject a CSS stylesheet using Vanilla JavaScript, this is how you load a JavaScript file on demand and execute any dependent functions.

function loadFile(filePath) < // Create a tag, set its source let scriptTag = document.createElement('script'); // And listen to it scriptTag.onload = function (loadEvent) < // This function is an event handler of the script tag handleEvent(); >// Make sure this file actually loads instead of a cached version // Add a timestamp onto the URL (i.e. file.js?bust=12345678) let cacheBuster = '?bust=' + new Date().getTime(); // Set the type of file and where it can be found scriptTag.type = 'text/javascript'; scriptTag.src = filePath + cacheBuster; // Finally add it to the document.getElementsByTagName('head')[0].appendChild(scriptTag); > function handleEvent() < console.log('The file has been loaded. Do something else.'); // More code here >// Usage loadFile('/path/to/file.js');

Generate HTML List From JavaScript Array

JavaScript Random String Generator

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Javascript object creation on the fly

I kind of think that if I use the first approach when creating objects, I have to a lot of classes just to comply with the objects that I need to build, So I was hoping to if I can do it in java using the 2nd approach. Question: I would like to know if there’s a way to create objects on the fly or should I say by not using a Class object and its properties.

Javascript object creation on the fly

I’m sure I’ve seen some examples of this in jquery. But for me, the following code does not work. The firebug debugger tells me that: ‘Location is undefined’. Could you tell me if this is possible?

function ResolveGeoCode() < var Location; Location.Ad1 = "Hello "; Location.Ad2 = "World"; return Location; >var loc = ResolveGeoCode(); var String1 = loc.Ad1; //This contains "Hello "? var String2 = loc.Ad2; //This contains "World"? 

Could a name be given to this type of feature I’m looking for?

Fix it by declaring Location as an empty object literal before trying to add properties to it:

function ResolveGeoCode() < var Location = <>; alert(typeof Location); // now it's an object // Programmatically add properties Location.Ad1 = "Hello "; Location.Ad2 = "World"; return Location; > 

If you know the properties and their corresponding values ahead of time, you can use a more inline approach:

function ResolveGeoCode() < var Location = < Ad1: "Hello ", Ad2: "World" >; // . further manipulations of Location here. return Location; > 

Read here for more on object literals.

This is the syntax for inline object creation (In this case returned from a function.).

In your code try to change:

var ResolveGeoCode = < Ad1 : "Hello", Ad2 : "World" >var String1 = ResolveGeoCode.Ad1; //This contains "Hello "? var String2 = ResolveGeoCode.Ad2; //This contains "World"? 

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Create custom objects on the fly

I would like to know if there’s a way to create objects on the fly or should I say by not using a Class object and its properties. The normal way I’m doing it is this.

ApiHelper apiHelper = new ApiHelper(); User user = new User(); user.Firstname = "FirstName"; apiHelper.send("", user); 

I would like to accomplish this on my code snippet:

ApiHelper apiHelper = new ApiHelper(); apiHelper.send("", new < Firstname = "Firstname">); 

The second paramter on send() has a data type of Object and this Object is later on converted to json string.

This is a c# example, is there a counterpart of this in java? I kind of think that if I use the first approach when creating objects, I have to a lot of classes just to comply with the objects that I need to build, So I was hoping to if I can do it in java using the 2nd approach.

Technically, that’s possible with Java. the syntax would be this:

However, that’s generally pretty useless. What you more likely want to do it create an interface/class to define the methods and fields you want, and pass an instance of that.

Well, all you really need is a constructor that takes the Firstname as a parameter.

Although, capitalizing your members isn’t convention in Java as it is in C#; should be

apiHelper.send(«», new User(«Firstname»));

If you can’t modify User to add a constructor, what I would use is «double brace initialization,» where you can basically run code in a class where that class is instantiated:

ApiHelper apiHelper = new ApiHelper(); apiHelper.send("", new User()>); 

Then the line Firstname = «Firstname»; gets executed immediately after instantiation.

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How to make a ground object follow a flying object in unity?

I’m trying to make an object on the ground follow a flying object, for example a drone leading a human (for now i’m just using shapes — a cube and a capsule). My cube follows the capsule like i desire but i want the cube to follow the capsule on the ground only, rather than go up on the y-axis with the capsule. Right now, it follows the capsule everywhere, I want the capsule to lead while the cube follows along on the ground.

I have done some research on Google and Youtube but I have not seen any results. Please let me know how I can achieve this.

This is the code script attached to the cube(ground object)

using System.Collections; using System.Collections.Generic; using UnityEngine; public class follow_target : MonoBehaviour < public Transform mTarget; float mSpeed = 10.0f; const float EPSILON = 0.1f; Vector3 mLookDirection; // Start is called before the first frame update void Start() < >// Update is called once per frame void Update() < mLookDirection = (mTarget.position - transform.position).normalized; if((transform.position - mTarget.position).magnitude >EPSILON) transform.Translate(mLookDirection * Time.deltaTime * mSpeed); > > 

If the ground is planar, you can just set the y component to 0 (or whatever the ground y vector is).

If the ground changes in topology, you can do a raycast down from the capsule to get the hit point (vector3). You can use the hit point y component for the height. After that you will need to set the cubes rotation so that it is aligned to the ground. You could do that with a raycast as well, there are a number of examples of that online.

I hope that helps get you in the right direction.

Assuming a flat ground on Y = 0

either make sure your objects sticks to the ground so set

private const float EPSILONSQR = EPSILON * EPSILON; void Update() < var difference = mTarget.position - transform.position; mLookDirection = difference.normalized; if(difference.sqrmagnitude >EPSILONSQR) < // In general be aware that Translate by default moves in the // objects own local space coordinates so you probably would rather // want to use Space.World transform.Translate(mLookDirection * Time.deltaTime * mSpeed, Space.World); var pos = transform.position; // reset the Y back to the ground pos.y = 0; transform.position = pos; >> 

or simply already map the direction down on the XZ plane (ignoring any difference in Y) like

private const float EPSILONSQR = EPSILON * EPSILON; void Update() < var difference = mTarget.position - transform.position; mLookDirection = difference.normalized; // simply ignore the difference in Y // up to you if you want to normalize the vector before or after doing that mLookDirection.y = 0; if(difference.sqrmagnitude >EPSILONSQR) < transform.Translate(mLookDirection * Time.deltaTime * mSpeed, Space.World); >> 

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Generating Bitmap Images On The Fly For Canvas in Javascript

When we develop games or different tools we have to generate images on the fly or to alter existing images. In plain javascript we don’t have an existing Bitmap class and we don’t really need it. We have to perform the following operations:

Let’s start creating a canvas object. We can create directly in the html using canvas tag or we can create it dynamically using javascript code:

var canvas = document.createElement('canvas'); canvas.id = "thecanvas"; canvas.width = 640; canvas.height = 480; document.body.appendChild(canvas);

Once we have the canvas in place we need to get the imagedata object from the canvas. The imagedata is copy of what is displayed on canvas. We need first to get the canvas context which returns a new ImageData object compatible with the canvas. If we need to modify the existing image displayed in Canvas we can get a copy of the existing canvas:

var imageData = canvas.getContext("2d").createImageData(canvas.clientWidth, canvas.clientHeight); // or var imageData = canvas.getContext("2d").getImageData(0, 0, canvas.clientWidth, canvas.clientHeight);

The imagedata which is returned contains an array of bytes of values 0 – 255. Each pixel is represented by four values for red, green, blue and alpha. The length of the array is width * height. In order to access the pixel at x, y we need the 4 values stored at (x + y * width).

function setPixel(imageData, x, y, r, g, b, a)

After we change the pixels as we want we need to put the imagedata back in to the canvas, using it’s context:

canvas.getContext("2d").putImageData(imageData, 0, 0);

In the following section we create a canvas object and display a generated chess table pattern in it entirely javascript. We are using the following code to fill alternating rectangles, directly in the imagedata before putting it in the canvas:

var cellsize = 20; for (var i = 0; i < imageData.width; i += 2 * cellsize) < for (var j = 0; j < imageData.height; j += cellsize) < var diff = ((j / cellsize) % 2) * cellsize; for (var x = i + diff; (x < i + diff + cellsize) && (x < imageData.width); x++) < for (var y = j; y < j + cellsize; y++) < setPixel(imageData, x, y, 120, 120, 120, 255); >> > >

Here is the code in action:

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