spring-loaded | Java agent that enables class reloading in a running JVM | Websocket library
kandi X-RAY | spring-loaded Summary
kandi X-RAY | spring-loaded Summary
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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Top functions reviewed by kandi - BETA
- 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
spring-loaded Key Features
spring-loaded Examples and Code Snippets
Community Discussions
Trending Discussions on spring-loaded
QUESTION
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 ana
) 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 21:06Show a div on top of full screen canvas element that intercepts normal click events on element canvas.
SolutionAside from click events, you need to intrrcept the following touch events:
- touchstart
- touchend
- touchmove
- touchcancel
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
.
QUESTION
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 19:13There 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:
Make sure you have flashed marlin with
AUTO_BED_LEVELING_BILINEAR
.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.
G92 X0 Y0 Z0
to set the machine position to 0,0,0.G29 F0 L0 R40 B20
to probe a 40mm by 20mm rectangle. The Mnemonic are: Front, Left, Right, Back.M500
to save the probed grid.M420 S1
to enable leveling to affect your G1-moves in probed area.- 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).
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