spring-loaded | Java agent that enables class reloading in a running JVM | Websocket library

 by   spring-projects Java Version: 1.2.6 License: Apache-2.0

kandi X-RAY | spring-loaded Summary

kandi X-RAY | spring-loaded Summary

spring-loaded is a Java library typically used in Networking, Websocket applications. spring-loaded has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has high support. You can download it from GitHub, Maven.

Spring Loaded is a JVM agent for reloading class file changes whilst a JVM is running. It transforms classes at loadtime to make them amenable to later reloading. Unlike 'hot code replace' which only allows simple changes once a JVM is running (e.g. changes to method bodies), Spring Loaded allows you to add/modify/delete methods/fields/constructors. The annotations on types/methods/fields/constructors can also be modified and it is possible to add/remove/change values in enum types. Spring Loaded is usable on any bytecode that may run on a JVM, and is actually the reloading system used in Grails 2,3,4 (on java 8).
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            kandi-support Support

              spring-loaded has a highly active ecosystem.
              It has 2684 star(s) with 513 fork(s). There are 206 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 122 open issues and 66 have been closed. On average issues are closed in 162 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of spring-loaded is 1.2.6

            kandi-Quality Quality

              spring-loaded has 0 bugs and 0 code smells.

            kandi-Security Security

              spring-loaded has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              spring-loaded code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              spring-loaded is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              spring-loaded releases are not available. You will need to build from source code and install.
              Deployable package is available in Maven.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.
              spring-loaded saves you 22867 person hours of effort in developing the same functionality from scratch.
              It has 44765 lines of code, 4371 functions and 1038 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed spring-loaded and discovered the below as its top functions. This is intended to give you an instant insight into spring-loaded implemented functionality, and help decide if they suit your requirements.
            • Determine if a dispatcher should be invoked
            • Fixes Groovy types
            • Reload the cglob proxies if necessary
            • Load a new version of this type
            • Returns the value of the specified field
            • Converts the given value to the corresponding result type
            • Returns the value of the static field
            • Parses a classfile
            • Get a UTF8 string
            • Visit a method instruction
            • Compute the references
            • Get the CGdfs
            • Generates instructions to unpack an array to unpack an array
            • Generate the jlgDC method
            • Returns a dispatcher that can handle the specified method invocation
            • Reload an event
            • Generate the get method for the get method
            • Generate the JLRM_Invoke method for the Java class
            • Generate code for jlgmods
            • Generate a lazyload function for the given classname and classname
            • Generates the getDeclaredConstructor method for the class
            • Generate jlc GC
            • Checks if reloadable
            • Returns the value of the specified instance field
            • Create a method that will call the getStaticInitializer method on the object stream
            • Create the load instructions to load the given method parameters
            Get all kandi verified functions for this library.

            spring-loaded Key Features

            No Key Features are available at this moment for spring-loaded.

            spring-loaded Examples and Code Snippets

            No Code Snippets are available at this moment for spring-loaded.

            Community Discussions

            QUESTION

            how to launch a webpage on mobile web application without scroll
            Asked 2020-Oct-12 at 16:14

            EDIT FOR CLARIFICATION:

            What I want:

            A full screen javascript canvas which can handle touch events without those events being further interpreted by the browser, but also reserve the ability to open a new window on user action.

            Examples:

            • I should be able to swipe my finger around without the webpage trying to scroll
            • I should be able to swipe my finger around without the contents of the webpage being nudged in any way (normally, when one scrolls to the end of a scroll region, the browser allows some additional spring-loaded buffer scrolling to signal to the user that it is the end of the scroll region).
            • I should be able to pinch and pan without the webpage zooming
            • etc...

            The point:

            I need to interpret these events accurately and in realtime MYSELF to respond to these actions WITHIN THE CANVAS. (I am doing realtime drawing via requestAnimationFrame, allowing me to react to user events without using the DOM)

            The state of things currently:

            This all works perfectly (except for the ability to open a new window) because I position the canvas to be the full size of the viewport (handling any window resize events), and the canvas listens to ontouchstart, ontouchmove, ontouchend, etc... events, calling evt.preventDefault() after I have handled the user input myself. This works to ensure the canvas is ALWAYS full screen, doesn't budge, and user input is accurately given to me to handle in-game.

            The Problem:

            One bit of user input I need to handle is the launching of a webpage when they click the region of my canvas with a "launch my webpage" button. However, window.open(mywebpage) doesn't work, because mobile safari only allows such an action in the callstack of a click event. Because I rely on ontouchstart to get responsive controls, and evt.preventDefault() in an ontouchstart event CANCELS the click event from happening, I cannot launch the webpage (it gets blocked by the browser).

            My attempted solutions, and why they are insufficient:

            • Just use a click event rather than ontouchstart: this means I can't prevent scrolling/etc... additionally, it is not as responsive, and doesn't allow me to handle touch-and-drag events well.
            • Overlay a div (or an a) tag atop the canvas over the launch webpage zone, and add a click event to that: if the user clicks-and-drags starting within this tag, then it allows the page to scroll and zoom. Trying to fix this results in the same problem as before.

            ORIGINAL POST:

            I have a mobile application that is a full-screen canvas, which locks itself positionally (can't scroll or zoom) so that I can correctly interpret user input uninterrupted (swipes, pans, etc...).

            It locks itself in by intercepting touchstart events and calling evt.preventDefault (as well as the meta viewport no-zoom stuff which as far as I can tell doesn't actually do anything?).

            This works great, and is absolutely necessary to make a game (or game-like application) function.

            The problem is that I also have a "go to this webpage" button. I can intercept the touchstart, and use window.open(somewebpage), but mobile popup blockers will block it. The "rules" seem to be "the webpage will be allowed to be opened iff it is done in the call stack of a user interaction, AND that interaction is a 'click' event".

            I have the first part down, but if I change the event to a click event, the web page now interprets swipes as scrolls (and pinches as zooms, etc...). If I have both a click and a touchstart event, then calling evt.preventDefault() on the touchstart (which stops the scroll/zoom) also stops the click event.

            If I overlay a div atop the click zone of the "launch webpage" button, then the player can scroll/zoom when their input begins in that button, which results in an unpredictable and wonky experience.

            How can I launch another webpage without allowing the current webpage to scroll?

            Edit: at request, here is a code snippet at least partially illustrating what I'm trying to do https://jsfiddle.net/phildo/0q8e47fk/10/. Note that in the "real" case, the canvas takes up the full width/height of the screen, and is explicitly set accordingly on screen resize.

            ...

            ANSWER

            Answered 2020-Oct-09 at 21:06
            Problem

            Show a div on top of full screen canvas element that intercepts normal click events on element canvas.

            Solution

            Aside from click events, you need to intrrcept the following touch events:

            • touchstart
            • touchend
            • touchmove
            • touchcancel
            Additional Info

            You only preventDefault on the canvas events so you should still be able to create a clickable/touchable element in the canvas that shows a div outside the canvas positioned with a z-index higher than the canvas element by setting on display: block on the div. The div should also have 100vh and 100vw set foe width and height respectively and be position: fixed. The div should also have a button to hide again display: none.

            References

            https://stackoverflow.com/a/51127296/806876

            Source https://stackoverflow.com/questions/64248874

            QUESTION

            Marlin 2.0 Change Bed Size at Runtime
            Asked 2020-Apr-14 at 19:13

            Is it possible to change the size of the bed at run-time? To clarify, I want to change the bed dimensions to effectively modify the probing-grid-area of the automatic-bed-leveling routine (I'll accept any answer that accomplishes this that doesn't involve re-compiling Marlin firmware).

            Details

            Printer: Flsun Q5 Auto Leveling Kossel Delta 3D Printer, but I've removed the hot-end and replaced it with a spring-loaded drawing tip with the Z-probe switch triggering when the spring is compressed sufficiently.

            Controller: MKS-robin-nano

            I need to draw on a rectangular work-piece that will inevitably have some slight curvature to it. Drawing on this surface requires relatively constant pressure. My hope is that I can do an automatic-bed-leveling (G29) on just the work-piece area, and then allow the leveling to produce a relatively constant drawing pressure along the surface.

            ...

            ANSWER

            Answered 2020-Apr-14 at 19:13

            There is one solution I found trying to do same thing as you. To clarify I am using marlin bugfix-2.0.x branch. If you choose AUTO_BED_LEVELING_BILINEAR in Configuration.h mariln uses the older (not unified) mesh bed leveling system. The example procedure for your case would then be:

            1. Make sure you have flashed marlin with AUTO_BED_LEVELING_BILINEAR.

            2. Move tool-head to the lower left corner (top view) of your rectangular work-piece just touching the surface either manually, using G-codes, repetier, pronterface, whatever.

            3. G92 X0 Y0 Z0 to set the machine position to 0,0,0.
            4. G29 F0 L0 R40 B20 to probe a 40mm by 20mm rectangle. The Mnemonic are: Front, Left, Right, Back.
            5. M500 to save the probed grid.
            6. M420 S1 to enable leveling to affect your G1-moves in probed area.
            7. Execute your drawing G-code.

            Be careful with G29 command when using AUTO_BED_LEVELING_BILINEAR though, as some of the options described at G29 marlin help page doesn't work e.g. I couldn't get the P option to work so to change probing grid size (amount of probe points) you have to recompile. Also to then draw on the surface you may be using negative Z values for G1 moves in your G-code, in that case don't forget to M211 S0 to be able to move below 0 (which would be your work-piece surface).

            Source https://stackoverflow.com/questions/60763573

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install spring-loaded

            1.3.0 has now been released!. 1.3.0 Enables support for Grails 4.0.4+ Running on Java 8 (Java 11 is not yet supported and is in Development). 1.2.6 snapshots are in this repo area (grab the most recently built .jar): repo.spring.io. The download is the agent jar and needs no further unpacking before use.

            Support

            Sure! This is based on the original Spring Source Project work done by Andy Clement. As Spring was moving away from spring-loaded in favor of spring-dev-tools (a more basic alternative), Community efforts were made to update spring-loaded to work in more recent builds of Grails.
            Find more information at:

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