Tk frame: how to deactivate internal handler for expose events? - tcl

I want to draw into a Tk 8.6 frame using Cairo C/X11 code. I found that I could prevent the frame from redrawing itself in case of Expose events (e.g. window size changes) by passing -background "" as option to the frame (so basically the frame doesn't know what to redraw). Two questions:
Is there a better way to tell a frame to not redraw itself but to leave it to somebody else?
Can I replace Tk's internal event handlers (for Expose etc.) by my own on the C level? (At the moment I'm doing it on the Tcl level by bind $frame <Expose> "myExposeHandler...".)
Thanks for your help!
(The -container yes option seems to have no effect, btw.)

The -background "" option is the one which disables redraws of frames, and is typically used where you're going to hand off the XId of the frame as the handle to draw on to some other process. (This used to be how people would integrate video players; I don't know how practical that still is.) There's also the -container true option, as you found, but that's intended only for use where you're going to embed a toplevel from another Tk process inside the frame (it enables a special protocol for exchanging geometry manager information, IIRC) and isn't what you want here.
However, if you're already working with your own C code then you might as well make your own widget. Then you'll have complete control over all the event handling and can do anything you want. The usual place for people to start when doing this is with the square widget in the Tk sources (too long to include here). That demonstrates a lot of things about how Tk does event handling, such as postponing of updates until “idle” (i.e., effectively event coalescing) and handling Tk's configuration system. The key things are that you define a widget record that has all the configurable fields and anything else you need to make the widget work in it (see the Square typedef), a list of option specifications that describe what bits are to be configured and what the defaults are (see the optionSpecs static declaration), a constructor command (SquareObjCmd), an instance command (SquareWidgetObjCmd), an event handler (SquareObjEventProc), and a drawing callback (SquareDisplay). There's other bits too, like how to delete things and so on, but I'm sure you'll get the hang of those. Then all you have to do is register the constructor command as normal for Tcl commands; it's the usual for any code that extends Tcl/Tk.
Doing it this way is a bit more work, but it will make a much more robust binding between your real code and Tcl. It's up to you to decide how much complexity you put in the instance command; Tk's own widgets vary from the very simple (the messagebox widget is only slightly more complicated than the square example widget) to the hugely complicated (both the canvas and the text are really complicated pieces of code).

Related

Is It Possible To Write WebGL in the Chrome Javascript REPL?

Usually when using WebGL one writes most of the graphics code in a function bound to window.onload. For the sake of REPL-style graphics development, is it possible to write that OpenGL code interactively in the javascript console?
Of course it is but WebGL is a very verbose API. You have to upload, compile and link shaders, look up attributes and uniforms, create buffers and textures and upload data into each, then bind all textures, buffers, set attributes, and set uniforms and finally call a one of the draw functions
Doing that all from a REPL would be pretty tedious and error prone.
That said when I'm debugging I often paste something like this into the devtools REPL
gl = document.querySelector("canvas").getContext("webgl");
Which will give me the WebGLRenderingContext for the first canvas in the page (which is usually what I want). I can then for example check if there's an error
gl.getError();
Another common thing I do is check the available extensions
document.createElements("canvas").getContext("webgl").getSupportedExtensions().join("\n");
Otherwise if you're looking for editing WebGL in real time that's usually limited to things like glslsandbox.com or vertexshaderart.com where you're just editing a single shader that's used in a single way and not using the entire WebGL API in a REPL. There's also shdr which gives you a single model and a both a vertex and fragment shaders to work with.
If you really want a REPL you probably need some engine above it in which case it would be a name-of-engine REPL and not a WebGL REPL.

Reuse Instance Names for Different Objects

Simple question: how can I reuse instance names for different objects (obviously on different frames)? I really want to be able to use the same instance name for all my scenes, "ground", even though these ground instances are of different classes. I really don't want to have to go about naming them "ground0", "ground1", etc.I realize that there are ways around this, but I would hate to fool around with all that extra work. So that being said, how do I reuse the instance name "ground" without having this warning thrown at me?:
Menu, Layer 'ground', Frame 1 Warning: The instance name 'ground' is declared on an object of type Ground but there is a conflicting use of the instance name 'ground' on an object of type Ground2.
And by the way, I realize that an instance is supposed to be an occurrence of a specific object, but to be honest I don't quite see the point in not being allowed to reuse instance names when appropriate. Any help would be much appreciated.
If I recall how finicky Flash was, it may have something to do with how you created the "ground" instance on those frames.
By that, I mean:
Did you create one instance first, and then created new keyframes afterwards (meaning: the same instance would be used in all keyframes), or...
Did you begin by creating your empty keyframes first, and then drag-dropping / pasting one "ground" instance in each frames? (meaning: in this case, it would likely be treated as 3 separate instances).
I'm not sure if this assumption is correct, but Flash doesn't necessarily tie instances to layers, as in "Oh, ground is on Layer 1, therefore every frames should reuse the same instance...". In a perfect world, I agree this would make sense. But from the early versions of Flash when it was mostly targeted to animators, where anything goes (from having multiple shapes and instances on the same frame, from re-arranging the depth of groups / instances on one frame/layer), it's still making the assumption that if you drag / copy an item from the library to the stage, it doesn't necessarily mean they are the same instance. Instead, you have to babysit Flash by creating more keyframes (or tween keyframes depending on your need) after the frame with the existing asset instance you want to reuse.
Again, the above is an assumption based on my experience - but if you did enter the "ground" instance-name manually for each instances found on each frames, chances are you previously copy/pasted or dragged new instances to those frames.
Does it sound like something you may have done?
EDIT:
If you have "ground" assets across a few frames, which are instances of different Symbols, then that definitely would trigger those Warnings you've been getting. I'm not sure where you can turn those off (Preferences? Project Publish settings? Advanced AS3 settings maybe?).. but regardless, here's a way that may work for you, programmatically.
Since each frames have a unique instance, with each instances named "ground", you could create a helper function to work like the .getChildByName("ground") method (and to be honest, I'm not sure if that method would work right-off the bat, you could try). You would need to for-loop through the given MovieClip's children (In your Menu's children, in your case I believe?), and check if(child.name==theNameInQuestion) return child;.
That being said, I can't guarantee this is THE proper solution (didn't test), as I don't know how you're navigating the frames at runtime (play/stop/gotoAndPlay/gotoAndStop/etc), and that may affect which "ground" instance is available at a given time. Internally, Flash does addChild/removeChild to swap out those various "ground" instances as it cycles through the frames, it's not a simple visible=true/false toggle (AFAIK).
EDIT 2:
This could be what you need?
If any programming language if you want to reuse instance name variables you simply type them with the top most superclass type. In your case that would be:
var ground:DisplayObject;
ground = new Ground!();
ground = new Ground2();
//etc ....
Edit: If using property panel you can't use the same name for 2 objects as there will be no way to differentiate between them. So an error will be correctly thrown.
Now if you want to use in code only one name same principle as shown above applies:
var ground:DisplayObject;
ground = ground0;
ground = ground1;
//etc ....
Then you can safely use in code the variable ground.

OllyDBG, follow Call Function

I recently started learning reversing again, and I encountered a problem using my OllyDBG. When debugging an EXE which has buttons that every button does a different thing, I can't seem to find a way to follow a specific button's code.
For example: I have a KeygenMe with 3 buttons: "Login", "About", "Exit".
I want OllyDbg to follow what happens when I press the "Login" button.
How do I do that? I know it is possible as I've done it before.
You can follow a button by asking for olly to stop when the program returns from a funcion.
Do this:
Start debugging your KeygenMe.
Focus on ollydbg window and press Ctrol+F9
Focus on the KeygenMe and click on the button.
Olly will stop on the return of the button function.
Some times olly may stop a little bit far from where you want to go like in user32.dll, so you'll need to trace back your way.
you can do this using two tectiques(that i know):
(Use one after you landed on the return)
Use trace back:
Run your program normally and then hit trace over Ctrol+F11
Then go back using - (Minus Key from numeric keyboard)
or Use Breakpoints
Put breakpoints till you find from were this function is called
Using Right click on the code find the references for the struction that you find on the first step.
keep doint step 1 and 2 till you find your function
(i use both but some times the first one don't work)
The way described above I think is the general one,and it should work on the majority of cases. However, if you already know in which compiler the app was built, you can use a specific approach for it and eventually you can reach faster and more precise what you are looking for.
Supposing the worse case that your exe wasn't built with .NET and you can't decompile it easily. There are some tricks.
For instance Delphi/C++ builder apps make a table in the binary with public object event and addresses, it is extremely easy to decode it, in fact there are some Olly scripts to do that.
On the other hand, if it was made with Visual C using MFC or something like that you can easily reach it if you know how MFC is called.

AS3 Error #1502

AS3
Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.
Is there a way to temporarily suppress this on a specific block of code?
I am creating a HUGE dynamic 3d array of objects, 1000x1000x1000 and need the build to actually finish the initializing.
Your best bet would be to try and refactor your code. Perhaps you can make use of this tutorial which deals with the exact problem you are having.
http://www.senocular.com/flash/tutorials/asyncoperations/
Increasing the timeout is one option, however I would also suggest considering an approach that would build your arrays over multiple frames, that is splitting the work up into separate jobs. As long as you give control back to the Flash Player every once in a while, you will not get this exception.
I'm not certain of the specifics of your problem, however you will need to find a way to parallelize or just simply segment your calculations. If your algorithm centers around one major loop, then consider creating a function that takes all of the arguments necessary to record the context of a single iteration. Then, create a simple control loop that will call this function and determine when to wait until the next frame and when not to. Leveraging AS3 closures can also help with this.
Look for the script execution time limit in the "Publish Settings" (Flash). If you're using Flex, maybe this one can be useful: http://livedocs.adobe.com/flex/3/html/help.html?content=compilers_14.html (check default-script-limits, max-recursion-depth, max-execution-time). Oh! It seems there's apparently no way to make it behave in a different way on a specific piece of code (it is a global setting).
I do not approve the increse timeout option. Because for all this time your appllication is just hangs the whole Flash player. And normaly user thinks it is down, and forses it to quit.
check this one out: How to show the current progressBar value of process within a loop in flex-as3?
And then you can even show the progress which would be really more confident for you and for user.

Game programming without a main loop

My professor gave my class an assignment today based on object oriented programming in Pygame. Basically he has said that the game that we are to create will be void of a main game loop. While I believe that it is possible to do this (and this question has stated that it is possible) I don't believe that this is required for adherence to the Object Oriented paradigm.
In a diagram that the professor gave, he showed the game initializing and as the objects were instantiated the control flow of the program would be distributed among the objects.
Basically I believe it would be possible to implement a game this way, but it would not be an ideal way nor is it required for Object Oriented adherence. Any thoughts?
EDIT: We are creating an asteroids clone, which I believe further complicates things due to the fact that it is a real time action game.
Turn based games or anything event driven would be the route to go. In other words, take desktop GUI apps. They'll just tick (wait) over until an event is fired. The same could be done for a simple game. Take Checkers for example. Looping each game cycle would be overkill. 90% of the time the game will be static. Using some form of events (the observer design pattern would be nice here) would provide a much better solution. You're using Pygame, so there may be support for this built in, through due to my limited use I cannot comment fully. Either way, the general principles are the same.
All in all it's a pretty rubbish assignment if you ask me. If it's to teach you event driven programming, a simple GUI application would be better. Even the simplest of games us a basic game loop, which can adhere to OO principles.
Hmm. In the general case, I think this idea is probably hokum. SDL (upon which PyGame is implemented), provides information to the program via an event queue, and consuming that queue requires some sort of repeatedly checking the queue for events, processing them, and waiting until the next event arrives.
There are some particular exceptions to this, though. You can poll the mouse and keyboard for their state without accessing the event queue. The problem with that is it still requires something like a loop, so that it happens over and over again until the game exits.
You could use pygame.time to wait on a timer instead of waiting on the event queue, and then pass control to the game objects which poll the mouse and keyboard as per above, but you are still 'looping', but bound by a timer instead of the event queue.
Instead of focusing on eliminating a main loop, how about instead think about using it in an object oriented way.
For instance, you could require a 'root' object, which actually has its own event loop, but instead of performing any action based on the incoming events, it calls a handler on several child objects. For instance when the root object recieves a pygame.event.MOUSEBUTTONDOWN event, it could search through it's children for a 'rect' attribute and determine if the event.pos attribute is inside that rect. if it is it can call a hypothetical onClick method on that child object.
I think it might qualify as event driven programming? Which can still be object oriented. You see this in Flash a lot.
There's a difference between a main loop in a main class. You can still have a game class initialize all of your objects, and then rely on inputs to move the game onward.
Kinda hard to say exactly without knowing the exact parameters of your assignment, the devil is in the details.
You might look at how python utilizes signals. A decent example I found is at: http://docs.python.org/library/signal.html