hammertime | software suite for testing , profiling
kandi X-RAY | hammertime Summary
kandi X-RAY | hammertime Summary
Hammertime: a software suite for testing, profiling and simulating the Rowhammer DRAM defect, built on top of the RAMSES address translation library.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of hammertime
hammertime Key Features
hammertime Examples and Code Snippets
Community Discussions
Trending Discussions on hammertime
QUESTION
On a page I have several bootstrap carousels, and I want them to be working on swipe. To do that, I use hammer.js
. It is not a problem to bind hammer.js
to one element, for example:
ANSWER
Answered 2017-Feb-03 at 19:10Just use a distinct class for each wrapper and then iterate through it with jQuery.
QUESTION
I've noticed when using Hammer-time.js for zoom events that there is a noticeable lag in the pinch zoom event if you go from pinch in to pinch out (or vice versa) without taking your fingers off the screen.
I have only tested this on Android as I only have an Android phone and tablet available.
Often the zoom will continue to go in before turning around and going out again even though the user has reversed the action. Its obvious when zooming into something like a photograph using this method.
The jQuery code I am using is as simple as I can make it for the demonstration:
...ANSWER
Answered 2017-Mar-20 at 13:06The solution to my problem is to remove Hammer.js for my pinch event handling, and instead implement my own pinch handler. I continue to use Hammer for other touch events.
QUESTION
I have a hosted website which uses Hammer.js for swipe functions. The swipe functions works fine in both desktop and mobile browsers but does not work on Cordova InAppBrowser (cordova-plugin-inappbrowser).
Cordova application:
...ANSWER
Answered 2018-Jul-08 at 03:31Hammer.js? That brings back bad old memories.
All my swipe problems have been solved the switched to jQuery's event.swipe library. Feel free to try it, I use it on all environments (Cordova, iOS, Android, Windows Phone, etc.) with great success.
I also created a modified version that supports the new PointerEvents as well, that might or might not work better, check it out here. This one is for horizontal scrolling only.
QUESTION
I'm using Hammer.js (v2.0.8) to show the left menu but I also have a carousel in the same page (with owl carousel v2.3.4). When I slide the carousel, the menu open too. I try Hammer.off()
but he doesn't work.
This is the Hammer event (in the global js so for all pages):
...ANSWER
Answered 2018-May-17 at 08:33I finally find a way to solve this by checking class :
QUESTION
thats my full js code:
...ANSWER
Answered 2018-May-14 at 06:29window.scroll scrolls the document to a specified position. Once there, repeating the same scroll request should have no effect.
window.scrollBy scrolls by a specified amount. The end position is relative to the start position and repeating the call should continue scrolling (if the document is big enough).
I assume that "add a static value to the scroll position" used in a call to window.scroll
meant you updated the scroll-to position - with result that the the document scrolled by the amount added.
Try using window.scrollBy
.
QUESTION
I am using HammerJS with Angular 4 application for pinch zoom an image. In hammerJS doc it is mentioned by default pinch zoom is set to off and the code to turn it on is
...ANSWER
Answered 2018-Mar-26 at 22:37Your question is pretty vague. As asked though, the following is most likely what you are looking for:
You first need to perform an npm install in your project to bring in the hammerjs library: npm install --save hammerjs
Then in your view/component you need to get a reference to the element you are interested in listening to events on with hammer.js
.
Below is an example of how you could do that with small modifications on the default project the cli produces.
app.component.html
QUESTION
ANSWER
Answered 2018-Mar-10 at 13:13Found solution without hammer.js
QUESTION
I need to build a kind of map in canvas, which must be able to hold more than 10.000 elements and thus has quiet big dimensions in some cases (> 8000px width, >4000 px height). Also I need to pan and zoom the map. After some fiddeling around with existing libraries (Paper.js) and possible other solutions (Leaflet Map) I eventually wrote an own library from scratch, because the main requirement is, that is should be really really fast (loading, mouseovers, ...) and none of the libraries I tried could offer all of the aspects.
The structure is as follows:
- I have one map object with an associated Control object, which registers events and has resize methods etc.
- A map is divided in mutliple even sized tiles (1024px x 1024px - customizable) because using the map with only one canvas at a size over 8000px width made it incredibly slow
- Each tile is associated with a canvas
- The elements (just circles) are added to one or multiple tiles (If it's on the edge) - more specifically to the tiles' canvas.
- The tiles are placed within an container div which has the dimensions of the map area (when not zoomed out)
- The container div is placed within a viewport div to enable the map being displayed as a "widget"
- Zooming scales every tile/canvas and the container. For sake of performance I sacrificed smooth zoom and implemented a customizable amount of zoom steps, which still feels okay.
- Panning set's the
top
andleft
style of the container. - Events used are
window.resize
,mousewheel
,DOMMouseScrol
,mousedown
,mouseup
,mousemove
,touchstart
,touchend
,touchmove
and Hammertime pinch
This alltogether runs satisfying on Desktop Browsers, and iPhones (tested with SE, 6S) but on every Android device I tested it (Samsung S4, One Plus One and another 1 year old device, and android studio emulator) it runs extremly slow. Drawing of the Map is fine in speed, but zooming and panning is near to impossible.
The code is too comprehensive to post it here, so I'm asking you if there are any known problems with canvas on android, that could explain this problem, or maybe some issues with the way I built the structure that could produce issues with android. I'm really clueless here, since it works on desktop and iPhone.
...ANSWER
Answered 2017-Apr-21 at 14:16The real problem you're hitting is you're overloading the GPU. Loading that much data all and once then moving it around is going to put a toll on the GPU and likely force the browser into software rendering mode, which is a big performance hit.
Instead, I'd suggest changing your approach. Rather than having various large canvases, you should have one canvas that is, at most, the size of the users screen. Then, utilize methods of the canvas API such as scale
and translate
to render what you need. For an added bonus, avoid trying to render things which are off screen.
It may seem like having to redraw the scene every time you move around would be slow but it's not. The reality is that either you specify exactly what needs to be drawn or the browser has to attempt to draw all of it again when you shift it around. Here's a brief example of how you can render and move large images.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install hammertime
py/dem_exploit.py -- Dedup Est Machina (S&P'16)
py/ffs_exploit.py -- Flip Fen Shui (Black Hat Europe '16)
py/x86pte_exploits.py -- Exploits targeting parts of an x86(_64) page table entry (PTE)
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