mapview stopped downloading tiles - google-maps

Strange problem:
I have a program that was happily downloading map tiles in my mapview.
suddenly....poof no more tiles.
I did not change anything that might affect the download proces. all the code stayed the same,
the downloading stopped.
I was wondering if that could have anything to do with the date change.
it seemed to happen just after midnight.
any ideas where to look?

Very silly, but did find at least one person who made the same mistake.
While copy pasting the onstop into onresume i forgot to change super.onstop into super.onresume.

Related

polymer on-hold event is far too short, is there a way to lengthen it?

I'm working on implementing a hold event in my web-app for holding a post to generate a dialog with a link to that post that can be copied and shared. It's doable, and it works, but the on-hold event seems to be only 200ms of holding, and that's far too short if you're slowly scrolling while reading and you suddenly end up with a dialog popping up because you didn't scroll fast enough to bypass the on-hold event. Does anyone know what script I'd need to change or where to look? I've googled as much as I care to over the last hour and people seem to be using on-tap more than on-hold and I've not found any documentation on changing hold length. I looked in polymer.js and found
...
var hold = {
// wait at least HOLD_DELAY ms between hold and pulse events
HOLD_DELAY: 200,
// pointer can move WIGGLE_THRESHOLD pixels before not counting as a hold
WIGGLE_THRESHOLD: 16,
....
and played around with that, did not reflect any change in using on-hold or on-holdpulse
Anything helps at this point.
Edit: I've now finished the on-hold functionality for my news posts for my web-app in a separate test file. Still just need to find out if I can lengthen the on-hold time so I can actually implement the new functionality.
I don't know why it didn't work before when I was editing HOLD_DELAY in polymer.js but while playing with it tonight at work, setting it to 1000 did affect the hold length for on-hold events in my script. Maybe I was too tired to realize I hadn't saved or something when I was playing with it at home. Either way, I have my solution now.

How to get an external SWF to play on only one frame AS3?

I have an external SWF file loading perfectly fine to my Flash site. However, once the frame has been viewed, it carries on running in other frames when I only want it to play on frame 6. Any suggestions would be great. Thanks in advance.
Are you using a ViewStack? Make sure everything's embedded specifically into the right child of the ViewStack. If that's not the problem, edit your answer (don't just comment) so as to take the code you mentioned in your comment, and not only show that, but also the code whose greater context it falls under (like the scope of the URLRequest).

Possible SVG Path Chrome Bug

I'm experiencing a possible bug with the path element in Chrome. I have copy/pasted what RaphaelJS has rendered here: http://petesaia.com/work/svg-chrome-bug/
In Safari & Firefox
(source: petesaia.com)
In Chrome (19.0.1084.46)
(source: petesaia.com)
Obviously there are very many points in this file which is why I limited 50 points per path element. As you can see, 2 paths are missing from the right side and 2 very small paths are missing from the left side. I found one of the paths that is not displaying and singled it out. You can see that here: http://petesaia.com/work/svg-chrome-bug/singled.html
You will notice that even when the path is singled out it still doesn't show. So Chrome must dislike something with that path.
I also noticed that sometimes it displays correctly, usually when I open and close the javascript console. It's very flimsy. I've experimented with changing stroke and weight and also no luck.
Has anyone experienced anything like this?
New discovery: These x/y values are the coordinates that break the single.html sample: 620.3536711111101,232.16932207146056 I know this because when you truncate the path up to that point it works perfectly. However, I still have no idea as to why they would break it.
Thanks,
Pete
PS: I do plan on simplifying the shape(s) but this has caught my attention first.

Adding a canvas-sprite object to a canvas?

I've been playing around with HTML5 and canvas and sprites and I've managed to get myself a bit stumped. I was wonderring if there was anyone out there with just a bit more experience than me who could help me 'tune' this (and also make it work).
I've got all the code up on GitHub https://github.com/AlexChesser/jsSprite and have put a live demo up over here http://chesser.ca/jsSprite
What you can see from Test 01 and 02 is that I'm able to send the Minotaur directly to the on-page canvas, I'm able to animate the Minotaur on the canvas... but when I try to create the Minotaur and add it to another canvas - I'm getting a blank screen.
(attempting to implement https://github.com/AlexChesser/jsSprite/blob/master/03-animated_minotaur_on_canvas.php)
I know it must be something small and sill that I'm doing wrong here, but I've been staring at it for hours and I can't track down the problem.
I thought I'd try posting up here to see if there's anyone who can see it 'in one go' AND to maybe let me know if there's anything I can do better.
If you're interested in getting a little further under the hood on this stuff, the lion's share of the code for this is coming from a Blog post http://www.johnegraham2.com/web-technology/html-5-canvas-tag-sprite-animation-demo/
Anyways, maybe it's one of those things that "comes to you" once you've walked away from the problem for a little bit. Fingers crossed I can either figure it out or someone out ther ecan give me that little push in the right direction.
Thanks!
:)
I just stepped through your code.
MainContext.drawImage(m.canvas, 0, 0, m.width, m.height);
is occuring before drawFrame gets called because the image isn't ready yet.
So the mainContext.drawImage is drawing a canvas that has nothing painted on it yet.
Then the Sprite's canvas is loaded and ready to go, but its too late!
For confirmation, you can call MainContext.drawImage(m.canvas, 0, 0, m.width, m.height); in the browser console and you will see the minotaur appear.
As Simon Sarris said, you are drawing the canvas too soon. What you'll need to do is either loop until the sprite is ready, or add a callback to your sprite that is called after it draws.
You already have a function attached to the image's onload event, you should be okay to do something similar for the whole sprite.

Open info window if user hovers longer than x milliseconds

What I'm trying to do is very simple:
open the marker's info window only if the user has hovered on the marker for longer than x millisecond.
I can't find how to do this anywhere. I would appreciate a little code snippet to show me how to set this up!
The jQuery HoverIntent plugin might be able to help you
http://cherne.net/brian/resources/jquery.hoverIntent.html
hoverIntent is a plug-in that attempts to determine the user's intent... like a crystal ball, only with mouse movement! It works like (and was derived from) jQuery's built-in hover. However, instead of immediately calling the onMouseOver function, it waits until the user's mouse slows down enough before making the call.
Actually I finally found the solution to it on the Google Maps Group here: http://groups.google.com/group/google-maps-api/browse_thread/thread/73cf193d42a0bbfe/fa531a39b353d198?lnk=gst&q=open+hover#fa531a39b353d198
Best of luck to all the late night coders out there :)