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View Full Version : javascript mouseover anchor



undoo
03-23-2012, 10:53 AM
Hi,

I have a series of images, anchored linked together to simulate a tour. I decided it would be better if rather than clicking it was like a smooth simulation so i added onmousever to the anchor links. this was a smooth transistion but entirely too fast.

is there a way with javascript, to slow down the onmouseover events? i have the images on the same page, just shoved down the page by using pagebreak html, so that they load when the page loads and therefore don't slow down the effect. (they are large images). i can't use the script that smoothly scrolls between anchor links, because it scrolls down the page to the next image, which ruins the effect. the images are increasingly larger pictures of the same thing, so the effect is somewhat like moving thru 3d space.

i need the onmouseover to FIRE but move slower than normal onmouseover before firing again. repeat.

here's an example
http://www.thelivingmoon.com/undomiel/marstour/marstourmouse.html#22

i mean the entire sequence is done before the person even realizes what just happened :D

SamHuff
03-23-2012, 05:24 PM
onMouseover="setTimeout(\"location.href='marstourmouse.html#22'\",1000)">

this should work. i didn't test it. the quotes might not work correctly but i'm not really sure

1000 = 1000 milliseconds (1 second)

undoo
03-23-2012, 05:42 PM
onMouseover="setTimeout(\"location.href='marstourmouse.html#22'\",1000)">

this should work. i didn't test it. the quotes might not work correctly but i'm not really sure

1000 = 1000 milliseconds (1 second)

hmm, nope. thanks tho! i mean that's supposed to replace my other onmousever, yes?
it doesn't do anything. instead it turns the first anchor into a normal anchor link.

undoo
03-23-2012, 09:58 PM
Anybody else have any ideas how to solve this?
I just need some kind of timer that slows (not stops) how fast the onmouseover moves between the onmouseover events and the anchor links they are attached to.

Old Pedant
03-23-2012, 10:11 PM
SamHuff had right idea, but his quotes were wrong.

onMouseover="setTimeout('location.href=\'marstourmouse.html#22\',1000)' ">

But easier would be to do:


<a href="#22" onMouseover="loc=this.href;setTimeout('location.href=loc,1000)"><img src="marssmallest.jpg"></a>


But this leads to a problem: If the user mouses out of the image and then back in, you will have set TWO timeouts, which may mess up further displays.

Further, this will only move you from the first image to the next. What you want is a smooth movement all the way to the surface, no?

I would *REALLY* like to suggest you do this in an entirely different way.

I know this looks like the simple way to you, but it's also the least user-friendly way.

undoo
03-23-2012, 11:02 PM
Hi Old Pedant

do you have a better way to suggest?

Old Pedant
03-23-2012, 11:10 PM
I was afraid you were going to ask that.

*sigh*

Back later.

undoo
03-23-2012, 11:22 PM
I was afraid you were going to ask that.

*sigh*

Back later.

thanks for the effort!

Old Pedant
03-24-2012, 12:23 AM
Here you go.

Since your first image says "CLICK to tour", I used onclick to start the tour. But you could change it to onmouseover. I tried it and it works.



<html>
<head>
<title>Blank</title>



<style type="text/css">
body {
font-family:verdana,arial,sans-serif;
margin:30px;
background-color:#000000;
}
div#LANDING, div#TOUR {
position: absolute;
}
div#LANDING img, div#TOUR img {
position: absolute;
display: none;
border: none;
}
</style>
<script type="text/javascript">
var landingImages;
var tourImages;
var currentImage = 0;
var enabled = false;

function enableShow()
{
enabled = true;
document.getElementById("LANDING").style.display = "block";
// alert("ready");
}

function showLanding( )
{
if ( ! enabled ) return;
landingImages = document.getElementById("LANDING").getElementsByTagName("img");
tourImages = document.getElementById("TOUR").getElementsByTagName("img");
nextLandingImage(); // go immediately to second image to get rid of click message
}
function nextLandingImage( )
{
var next = currentImage + 1;
if ( next >= landingImages.length )
{
setTimeout( startTour, 5000 ); // start tour in 5 seconds
return;
}

landingImages[currentImage].style.display = "none";
landingImages[next].style.display = "block";
currentImage = next;
setTimeout( nextLandingImage, 500 );
}
function startTour( )
{
document.getElementById("LANDING").style.display = "none";
document.getElementById("TOUR").style.display = "block";
currentImage = 0;
}
function move(byWhat)
{
currentImage += byWhat + tourImages.length
currentImage = currentImage % tourImages.length;
for ( var i = 0; i < tourImages.length; ++i )
{
tourImages[i].style.display = ( i == currentImage ) ? "block" : "none";
}
}

window.onload = enableShow;

</script>

</head>
<body bgcolor="black" background="starrysky.jpg" text="white" link="teal" alink="white" vlink="black">
<div id="LANDING" style="display: none;">
<img src="http://www.thelivingmoon.com/undomiel/marstour/marssmallest.jpg"
style="display: block;"
onclick="showLanding();">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars22.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars23.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars24.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars25.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars26.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars27.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars28.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars29.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars30.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars31.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars32.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars33.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars34.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars35.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars36.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars37.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars38.jpg">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars39.jpg">
</div>
<div
<div id="TOUR" style="display: none;">
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars40.jpg" usemap="#marstourmap"
style="display: block;"
onclick="alert('this is image 40, a picture of mars');"/>
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars42.jpg" usemap="#marstourmap"
onclick="alert('this is image 42, a picture of mars');"/>
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars44.jpg" usemap="#marstourmap"
onclick="alert('this is image 44, a picture of mars');"/>
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars43.jpg" usemap="#marstourmap"
onclick="alert('this is image 43, a picture of mars');"/>
<img src="http://www.thelivingmoon.com/undomiel/marstour/mars41.jpg" usemap="#marstourmap"
onclick="alert('this is image 41, a picture of mars');"/>
<map name="marstourmap">
<area shape="rect" coords="0,286,182,586" onclick="move(-1);">
<area shape="rect" coords="800,298,940,612" onclick="move(1);">
</map>
</div>
</body>
</html>

Old Pedant
03-24-2012, 12:25 AM
I used 500 milliseconds between landing images. 1 second seemed a bit too long.

And then I used 5 seconds before the tour on the surface begins. You can adjust that, of course.

And notice that each of the surface images has an onclick, with a somewhat inane message. But you could change the message to something appropriate. Ir get rid of the onclicks. Your choice.

undoo
03-24-2012, 02:23 AM
I used 500 milliseconds between landing images. 1 second seemed a bit too long.

And then I used 5 seconds before the tour on the surface begins. You can adjust that, of course.

And notice that each of the surface images has an onclick, with a somewhat inane message. But you could change the message to something appropriate. Ir get rid of the onclicks. Your choice.

Thank you so much! made this entire event worth while!

Old Pedant
03-24-2012, 02:41 AM
Yeah, but you still have the old code on the page. <grin/>

(I know...everything takes time.)

undoo
03-24-2012, 02:51 AM
Yeah, but you still have the old code on the page. <grin/>

(I know...everything takes time.)

i'm goofing around with it!
this will work for mannnny things! :D
was about to upload it and then i decided to give you that thank you thing but noticed it doesn't increase your thank yous! why is that?

undoo
03-24-2012, 02:53 AM
woot. :D
http://www.thelivingmoon.com/undomiel/marstour/tourmars.html

you wouldn't happen to have access to an endless zoom that actually works on IE, firefox and google chrome , would ya?
i found a nice css and javascript one but it doesn't work in IE, only in google chrome and firefox
(trying to simulate hyperspace). and what's the limit for infinte zoom images in the browser? seems like 3 is the maximum. is that a garbage collection issue?

p.s. as for the mars tour, if i had more images in the sequence the effect wouldn't be as choppy right?

oh and since i have such a knowledgeable person actually helping me, i was wondering how to implement fullscreen for game. i have the one where you fullscreen the page on click, but when it's a game, you want them to already be in fullscreen when the game window is up and if you offer a choice they won't use it, resulting in goofy game window syndrome, all squishied by a browser with more toolbars than viewing window.

Old Pedant
03-24-2012, 03:37 AM
In reverse order:

One way to do full screen is to open a new window in fullscreen mode.

You have to do it via an onclick (e.g., have them cliick on an <a> link) to avoid most popup blockers, but it works well. You can either kill the original window or just ignore it and leave it as a game launch screen.

***********

The more images the smoother, of course.

***********

"Infinite zoom" is an oxymoron. By definition, an infinite zoom would take an infinite amount of time. Just out of curiosity, how are you going to take images of sub-atomic particles when the zoom gets to that level? And I don't think even physicists know what things look like a few zoom levels beyond that.

<grin/> I'm a mathematician. Infinite *means* infinite to me.

NOW... How much of a zoom do you want to achieve? You can always zoom in on an image, but the more you zoom, the worse the image will look. I don't know what you mean by "limit for infinite zoom images".

undoo
03-24-2012, 06:02 AM
In reverse order:

One way to do full screen is to open a new window in fullscreen mode.

***********

The more images the smoother, of course.

***********

<grin/> I'm a mathematician. Infinite *means* infinite to me.
".

fullscreen: oh what's the code for that and does it work in IE? lol :p

smooth animation: thanks! so i could feasibly take the images that already exist and make copies of them at intermediate sizes between the existing ones then duplicate the javascript you've created for the mars tour.


inifinite zoom in a flash program (warning: surrealistic, gross and weird)
http://zoomquilt2.madmindworx.com/zoomquilt2.swf

infinite zoom in css and javascript: (put cursor over 20 YEARS image to start the effect) http://www.cssplay.co.uk/menu/css3-zoom.html

notice how few you can zoom when the browser has to do the work, vs a program like flash. surely they have come up with some way in html5 etc to approximate the same level of infinite zoominess as the flash program :D

undoo
03-24-2012, 06:14 AM
la la la. whistling a happy tune.

you wouldn't happen to be a programmer? :D

i'm trying to approximate a game interface as a proof of concept for a game, using a whole bunch of old stuff, like html frames, iframes, javascript that opens multiple links on a single link click ( <---IE hates that one), and etc. the site is a veritable maze of interconnecting links, frames a'poppin, here there everywhere, in order to achieve the same types of effects game programmers do with game interfaces.

i've been investigating GLGE (webgl) for the 3d model loading capabilities, and the ability to change the preset animations of the models in the browser window. this is because we have a character interface with a model "doorway", that when an ability of a selected race and gender, is chosen, it's supposed to load the model doing that specific animation, in the model door.
you can see glge's md2 model animation demo here: (warning: takes like 2 minutes to load and sometimes your comp thinks the script is not working, but it is, its just the browser throwing a fit. this is not my website, it's glge's model demo)
http://www.glge.org/demos/md2demo/

now provided we had the models and associated animations we could just use what he has there and tweak it for specifics. however, i also want to give the player the ability to make minor changes to the appearance of the race/gender they've chosen to play the game, as this type of preview of game functions or promised/hoped for, game functions, is a good way to advertise and attract skilled programmers. and we need skilled programmers. :D scripters too (obviously!)

Old Pedant
03-24-2012, 06:52 AM
I think it is "jumpy" in JavaScript only because they aren't properly preloading the images needed.

And I think I could do that so it would work in all browsers. Though it would be virtually all JS and not really using CSS.

Actually, I just tested it with MSIE 9, and fullscreen woks there but not as well as it did in MSIE 7. And it doesn't work in FF.

So I guess you have to resort to browser-dependent code. Find the size of the user's screen (google for how...not hard, but of course different with MSIE) and then just do a window.open() that specifes a window the same size, with no status line, no title bar, etc.

It's not hard. Just tedious.

Old Pedant
03-24-2012, 06:57 AM
??? Why did you say "what's the limit for infinte zoom images in the browser? seems like 3 is the maximum"???

Look at the code for that "20 Years" zoom:


<img class="p1" src="zoom/1.jpg" />
<img class="p2" src="zoom/2.jpg" />
<img class="p2a" src="zoom/2a.jpg" />
<img class="p3" src="zoom/3.jpg" />
<img class="p4" src="zoom/4.jpg" />
<img class="p5" src="zoom/5.jpg" />
<img class="p6" src="zoom/6.jpg" />
<img class="p7" src="zoom/7.jpg" />
<img class="p8" src="zoom/8.jpg" />
<img class="p9" src="zoom/9.jpg" />
<img class="p10" src="zoom/10.jpg" />
<img class="p11" src="zoom/11.jpg" />
<img class="p12" src="zoom/12.jpg" />
<img class="p13" src="zoom/13.jpg" />
<img class="p14" src="zoom/14.jpg" />
<img class="p15" src="zoom/15.jpg" />
<img class="p16" src="zoom/16.jpg" />
<img class="p17" src="zoom/17.jpg" />
<img class="p18" src="zoom/18.jpg" />
<img class="p19" src="zoom/19.jpg" />
<img class="p20" src="zoom/20.jpg" />
<img class="p21" src="zoom/21.jpg" />
<img class="p22" src="zoom/22.jpg" />
<img class="p23" src="zoom/23.jpg" />
<img class="p24" src="zoom/24.jpg" />
<img class="p25" src="zoom/25.jpg" />
<img class="p26" src="zoom/1.jpg" />

26 images, actually.

undoo
03-24-2012, 07:07 AM
??? Why did you say "what's the limit for infinte zoom images in the browser? seems like 3 is the maximum"???

Look at the code for that "20 Years" zoom:

26 images, actually.

i think it's 3 sets of images, one big image at a time, sliced into smaller pieces and each set of sliced up images = one zoom image, you know what i mean? hmm, here's look at this one:

<div style="width: 812px; height: 812px; overflow: hidden; position: relative">
<img src="starrysky1.gif" id="starry1" style="width: 812px; height: 812px; position:absolute; z-index:1" alt="infinite zoom" />
<img src="starrysky1b.gif" id="starry1b" style="width: 812px; height: 812px; position:absolute; z-index:2" alt="infinite zoom" />
<img src="starrysky1c.gif" id="starry1c" style="width: 812px; height: 812px; position:absolute; z-index:3" alt="infinite zoom" />


</div>
<input type="button" value="Start" onclick="clearInterval(timer); timer=setInterval('zoomin()', 100)" />
<input type="button" value="Stop" onclick="clearInterval(timer)" />

<script type="text/javascript">
var scale = 1;
var timer;

function zoomin(starry1) {
var elm1 = document.getElementById('starry1');
var elm2 = document.getElementById('starry1b');
var elm3 = document.getElementById('starry1c');


scale = scale * 1.05;
if (scale > 9) scale = 1;

elm1.style.WebkitTransform = 'scale('+scale+')';
elm2.style.WebkitTransform = 'scale('+(scale/9)+')';
elm3.style.WebkitTransform = 'scale('+(scale/81)+')';
elm1.style.MozTransform = 'scale('+scale+')';
elm2.style.MozTransform = 'scale('+(scale/9)+')';
elm3.style.MozTransform = 'scale('+(scale/81)+')';
elm1.style.transform = 'scale('+scale+')';
elm2.style.transform = 'scale('+(scale/9)+')';
elm3.style.transform = 'scale('+(scale/81)+')';
elm1.style.OTransform = 'scale('+scale+')';
elm2.style.OTransform = 'scale('+(scale/9)+')';
elm3.style.OTransform = 'scale('+(scale/81)+')';
}
</script>

you can't increase (at least not on firefox) the amount of images it zooms, only 3. any more and the thing just stops.........oh wait, i see in the bottom section he has added elm1, elm2, and elm3 styles, i didn't see that the first time. never mind :D

after thinking it was only capable of 3 zooms, i also noted somewhere else, someone talking about 3 zooms on an image like the new magnifying glass image zoomers that are all over the place. it must start to bog down or something after 3 because i keep seeing 3 zooms maximum in most zooming examples.

i can stick the big images on the mars tour, down the page, like i did on the original one, so that they preload with the page load.

Old Pedant
03-24-2012, 07:20 AM
I think that is a browser or CSS limitation. They mean you can't do more then 3X zoom on *ONE* image. But of course the trick to getting a *GOOD* infinite zoom is to start at about 0.25X zoom (that is, zoomed out, on purpose), zoom in ONLY as far a 1X zoon (full size of the image, and then swap to the next image (again starting it at 0.25X zoom).

And that seems to be roughly what hw is doing there. I'm not sure, but I think he is actually going from 0.5X to 2.0X, so also a 4-to-1 zoom, before he then swaps to the next image.

Oh, what the heck, let's find out.

Hmmm...well, the first image, at least, he starts off a 1X zoom and seems to go to 2X.

I think my idea is better. The images would look better if the never got zoomed more then 1X, so start at 0.25X instead. But presumably the browsers can blow an image up 2X without it looking *too* grainy.

Anyway, I bet I could use his images and do infinite zoom that would work on any browser.

But it would take a couple of hours. To get ir right, I think.

Old Pedant
03-24-2012, 07:25 AM
Ah! I guessed right. Wouldn't have had to guess if I had read his comments. <grin/>



The total zoom for the 26 images is 67108864:1

2 to the 26th power is, of course, 67108864. So indeed he does a 1X to 2X zoom per picture.

Of course, he is doing it in pure CSS. No JavaScript involved. And *THAT* is pretty impressive!

undoo
03-24-2012, 07:25 AM
I think that is a browser or CSS limitation. They mean you can't do more then 3X zoom on *ONE* image. But of course the trick to getting a *GOOD* infinite zoom is to start at about 0.25X zoom (that is, zoomed out, on purpose), zoom in ONLY as far a 1X zoon (full size of the image, and then swap to the next image (again starting it at 0.25X zoom).

And that seems to be roughly what hw is doing there. I'm not sure, but I think he is actually going from 0.5X to 2.0X, so also a 4-to-1 zoom, before he then swaps to the next image.

Oh, what the heck, let's find out.

Hmmm...well, the first image, at least, he starts off a 1X zoom and seems to go to 2X.

I think my idea is better. The images would look better if the never got zoomed more then 1X, so start at 0.25X instead. But presumably the browsers can blow an image up 2X without it looking *too* grainy.

Anyway, I bet I could use his images and do infinite zoom that would work on any browser.

But it would take a couple of hours. To get ir right, I think.

good grief, i hope you make money doing this at some level? money or payment in free goodies like free internet or free iphone or something

Old Pedant
03-24-2012, 07:27 AM
LOL! I make money programming, but almost nothing to do with JavaScript. All server-side coding, SQL Server and MySQL databases, ASP.NET, ASP, that kind of stuff. The JS stuff is just for fun.

undoo
03-24-2012, 07:35 AM
LOL! I make money programming, but almost nothing to do with JavaScript. All server-side coding, SQL Server and MySQL databases, ASP.NET, ASP, that kind of stuff. The JS stuff is just for fun.

can i borrow your brain for a couple years? :D or rather, clone it, so you can keep the original?

what type of programming is involved in something like this:
(ignore the opening sequence and go to the section where the player is modifying his/her character's appearance).
http://www.youtube.com/watch?v=p1UHTXA8CK0&feature=player_embedded

Old Pedant
03-24-2012, 10:56 PM
Game programming?

Not JavaScript, if that's what you mean.

And probably running on hardware that is enhanced for animation.

Probably the core engine is written in C++ or some similar high-performing language, even if the game control is written in perhaps a private language owned by the company that developed the game.

I got the infinite zoom to work all in JavaScript. Works well in FF and Chrome. In MSIE, the *first* time through the loop of images there are annoying flashes as the images change, but then every time thereafter--even if you stop and restart--it is okay. I think it has something to do with the fact the MSIE may not render the images (because I am using display:none) until they are first needed. Took about an hour. I'll play with it more later, maybe.

undoo
03-25-2012, 01:37 AM
Game programming?

Not JavaScript, if that's what you mean.

I got the infinite zoom to work all in JavaScript. Works well in FF and Chrome. In MSIE, the *first* time through the loop of images there are annoying flashes as the images change, but then every time thereafter--even if you stop and restart--it is okay..

well i have seen FORMS that have various slider functions that allow you to do things like modify the color of a background, modify the color of a form box and etc, and i thought, what if that part is just a simple set of javascripts and css scripts, where the face, hair, and body parts, start out as a set of defaults and the options are hidden in divs beneath the default then sliding the form slider, selects whatever option is hidden in the div beneath the part that slider is attached to. i bet that entire character modificiation screen is doable in javascript and css with html form sliders :D

check out this fancy one that just changes the colors or drawings (it's flash)
http://gmh.xocomp.net/HeroMachine/Heromachine.html


and will you be sharing your cross browser infinite zoom here on this forum, in this thread hint hint hint.

Old Pedant
03-25-2012, 01:48 AM
You could probably do character set up in JS, but you could do the fast character animation needed in JS, I don't believe.

Anyway, I'm not a gamer or game programmer. The most advanced game I ever greated was a rip off of PacMan (and I only did that to demonstrate the capabilities of a new version of a BASIC language that I had helped create for the old Atari 8-bit computers, about 1984).

undoo
03-25-2012, 02:12 AM
You could probably do character set up in JS, but you could do the fast character animation needed in JS, I don't believe.

Anyway, I'm not a gamer or game programmer. The most advanced game I ever greated was a rip off of PacMan (and I only did that to demonstrate the capabilities of a new version of a BASIC language that I had helped create for the old Atari 8-bit computers, about 1984).

oh you should try this lady's freebasic program. she has been working on this thing on and off for years. she's managed to make it into a 3d navigable world, with cars you can drive, airplanes you can fly, jet, tour, waves (This is the funny one. you can walk or drive your car across the water and the waves are simulated to look like real waves in motion but look like they are made out of construction paper. it's surreal. she has giraffes and elephants and zebras pathing all over the place. it's really quite amazing considering how old the technology is, and she just keeps adding to it: http://chungswebsite.blogspot.com/search/label/cross_car_chung

she also has her own version of minecraft, too. lol she's a real trooper!

anyway, yeah the animations in the character modifier would probably be over the top in a browser, although i imagine you could animate things too.

Old Pedant
03-25-2012, 02:18 AM
But did you notice what it is written in? *COMPILED* BASIC. In other words, the code should run at machine language speeds. Quite different than JS.

undoo
03-25-2012, 02:41 AM
But did you notice what it is written in? *COMPILED* BASIC. In other words, the code should run at machine language speeds. Quite different than JS.

i wasn't comparing it to javascript. you mentioned you wrote pacman back in the days of basic, and that triggered my memory of recent experience of using that lady's free basic program. she has joined the group of people overlaying programs unto google earth. i think she has a driving program where you can tour cities on google earth in a car or something using free basic, i think.

ANYway, wonder why it requires compilation to access machine language speed. it's on the same device, just down a few layers :D

Old Pedant
03-25-2012, 03:42 AM
JS is not really amenable to being a compiled language, because you can create *new* JavaScript code on the fly--as strings--and then cause it to become part of your running program. There's no theoretical reason that a compiler that does that can't be written (in fact, I helped build one that did something 90% similar, for Java *and* C++, back from 1993 to 1997), but it's a complex process that's hard to get right and quite frankly wouldn't be worth it. You'd spend millions of dollars developing it (we did!) and how do you earn that back? The average computer user expects a browser--which includes JavaScript--to be free. The only companies I can see that it would make sense for would be Microsoft, Apple, and Google. But the big question is what *incremental* advantage would it give them in the marketplace? And the answer is "not much."

As one who has helped build compilers and interpreters (I did the machine code generation phase for a C compiler and wrote 90% of 3 different BASIC interpreters), I can tell you that there's just not much monetary incentive to something like this if you aren't a computer supplier, too.

undoo
03-25-2012, 08:08 AM
As one who has helped build compilers and interpreters (I did the machine code generation phase for a C compiler and wrote 90% of 3 different BASIC interpreters), I can tell you that there's just not much monetary incentive to something like this if you aren't a computer supplier, too.

impressive!
did you decide to share the infinite zoom that works in all three browsers or are ya saving it?

undoo
03-25-2012, 08:52 AM
http://www.javascriptsource.com/miscellaneous/slider-control.html

i don't need the form box for entering the hexidecimal numbers for colors,
how to remove it?

undoo
03-25-2012, 10:07 AM
this is hilarious, i keep having to update my last post (above) because i'm finding the answers for most of my original questions, slowly but surely, but how to get rid of the form input box



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