It's supposed to be interactive but, Nothing happens when I press the play button.
Can someone tell me what's going on?
This is what my browser is showing
Javascript doesn't have print() function, you can create your own.
function print(str){
console.log(str);
}
Related
Im using VIEWER_RESIZE_EVENT to catch when viewer resize but it raise all the time even it doesnt has any change (take a look attached pic). And when i use that method, objects do not highlight when mouse move over anymore. I solved the problem by different way is catch resize div event, it works perfectly. SoVIEWER_RESIZE_EVENT really has a problem or i misunderstand how to use it?
Appreciated any comments.
The VIEWER_RESIZE_EVENT definitely shouldn't be called all the time. Such a behavior is usually a sign of some problematic JavaScript code where, for example, some piece of code reacts to this event and (accidentally or intentionally) causes some change in the viewer size, causing an infinite loop of resize events.
When you try any of the official sample apps, you'll see that the event is really only triggered when the viewer canvas size actually changes.
Can I get hacked after writing something in the "console" part after clicking "inspect"? A YouTube video showed a person writing Runner.instance.gameOver = function(){}; in the dinosaur game's console part after clicking on "inspect". I did that (because this "hack" does not harm others) and the game did become easy. However, the day after that, I heard that console can be dangerous, can you please help me? I am VERY concerned.
tl;dr: Yes.
Pasting and running anything you don't understand from an untrusted source (i.e. basically everyone on the internet) is as bad in the console as it is anywhere else. In practice, someone malicious could trick you into Self-XSS, effectively hijacking your account on the current browser tab.
This is why e.g. Facebook injects a warning message whenever you open the console on their page:
That being said: If you know what you are doing, using the console is perfectly fine.
Runner.instance.gameOver = function(){};
The code is just replacing the method gameOver by a function what does nothing.
What this means? The original function what is designed to stop you playing when you lose, is no there anymore so you can't lose at all.
So, this is pretty silly. I'm working on a banner ad that utilizes the clicktag. It's a surprisingly fancy one that uses pointroll, and when you hover over the 300x250 banner ad, it pulls up a larger one overtop of it that is bigger and much more interactive. In total, the larger banner has 29 clicktags, all using the variables "clickTag1" to "clickTag29".
The banners are all done, everything fires correctly (according to my trace statements). However, I'm in the middle of QA, testing all of the clicktags using this validator: https://flashval-temp.appspot.com/validator/ , when suddenly, it stops working after clickTag20. I thought it may have been the validator at first, so I tried other validators. No luck. I went back into my code (everything is a duplicate of one template, so the only code changes made were the changes to the string), and made sure to test it again. They're firing off just fine according to my trace statements.
Finally, and this doesn't seem to make sense to me, but I switched the variables clickTag20 and clickTag21. The button that fired off clickTag20 worked, so I assigned it clickTag21. The button that was assigned clickTag21 was the first to stop working, so I assigned it clickTag20. When I ran that through the validator, the button that was assigned to clickTag20, regardless of which button it was, worked! The one that was assigned clickTag21 never did, also regardless of which button it was fired off from.
The variable is a string of a paramObj. How does the content of that string matter? I would have assumed it was compile order, but even in that case, clickTag21 should have fired and not clickTag20. What is going on here? Has anyone else experienced this? If so, did you have a workaround? Please and thank you!!
Here is the thing... when you set a clicktag you're waiting for a flashvar. A parameter sent from the HTML to your SWF file. (more: http://helpx.adobe.com/flash/kb/pass-variables-swfs-flashvars.html)
Usually you'd test, if this parameter doesn't exists, the banner should do nothing, otherwise, open the link.
Turns out, and this is a guess, that these validators don't know how many clicktags you have in your flash file - or how many parameters you're waiting for - , so they pass up to 20 variables to your flash file, which is more than reasonable.
The bottom line is: if your events are working, you should be fine. Pointroll has a QA team, if something comes up, they will let you know, but as far as I can see from here, you should be fine.
Good luck
I am working on automation test-case through selenium web-driver. I am stuck at one place where I am always getting first chrome'd default pop up. I am not able to do anything with that pop up as it's not inspecting in code, Please check in attached screen shot for default pop-up.
Please suggest me to handle these thing. Any help is appreciated.
These are Window based pop up, which is not controlled by selenium so need to use java.awt.Robot class or Autoit tool.
Robot class describe as-
for example:
Robot robot = new Robot();
robot.keyPress(KeyEvent.VK_TAB);
robot.delay(1000);
robot.keyPress(KeyEvent.VK_SPACE);
robot.keyRelease(KeyEvent.VK_SPACE);
robot.delay(10000);
it takes one key at a time, we can not pass multiple keys at one time.
Hope this will solve your problem.
I'm building a simple game in which you control the character with W A S D keys. When you die, you go to another frame that says you died and has a button to play the game again. When I click the button, it goes to the frame 1 again, but the keyboard events don't work unless I click once more on the screen. How can I solve this? Thanks in advance.
On your frame1 try adding an active listiner to set the focus:
activate="this.setFocus()"
I couldn't get your question clearly. If once you click on that button it is working correctly right. If the way which i have understood is correct there might be problem on your looping or condition. please let me know your coding here, I will try to resolve. else check yourself the looping or condition on the frame1 or where you wrote your keybord event listener. I hope it will be usefull else please let me know i will give you another solution.