Re : [svg-developers] onmousedown() and onclick() at the same time

2008-12-04 Thread julie gautier
Ok, I get it. Thanks for you response.





De : ddailey [EMAIL PROTECTED]
À : svg-developers@yahoogroups.com
Envoyé le : Mercredi, 3 Décembre 2008, 22h37mn 31s
Objet : Re: [svg-developers] onmousedown() and onclick() at the same time


Hi Julie,

I think what is happening when you put an alert in the middle of it all is this:

first the onmousedown is received, evt.type is then mousedown
next an alert fires
then to get rid of the alert the user has to move the mouse off of the group 
(which received the mousedown)
so the click (which actually consists of a mousedown followed by a mouseup -- 
without any intervening mouseout event, I believe), is never actually received 
by the group.

David 
- Original Message - 
From: julie gautier 
To: svg-developers@ yahoogroups. com 
Sent: Wednesday, December 03, 2008 3:23 PM
Subject: Re : [svg-developers] onmousedown( ) and onclick() at the same time

Hi,
There's something I really don't understant, if somebody could help me : in the 
javascript code David sent, if I add an alert in the 'all' function : 

if (evt.type== click){
alert(evt.target. nodeName) ;
}
else{
alert(evt.type) ;
evt.currentTarget. firstChild. nextSibling. setAttributeNS( null,fill ,red)
}

then I have the following alerts : 'mousedown', 'mouseup' and the circle turns 
red.
If I comment the alert(evt.type) , I have the alert : 'circle' and the circle 
turns red.
Could someone explain to me why this only line makes the click not fired 
anymore ??
Thanks in advance.

 _ _ __
De : Dailey, David P. david.dailey@ sru.edu
À : svg-developers@ yahoogroups. com
Envoyé le : Mercredi, 3 Décembre 2008, 18h29mn 48s
Objet : RE: [svg-developers] onmousedown( ) and onclick() at the same time

Take a look at the following; it lets different events on parts of the group be 
registered and responded to.

Hope it helps

David

svg xmlns=http://www.w3. org/2000/ svg width=100%

xmlns:xlink= http://www.w3. org/1999/ xlink 

 

script![CDATA[

xmlns=http://www.w3. org/2000/ svg

xlink=http://www.w3. org/1999/ xlink 

function all(evt){

if (evt.type== click) alert(evt.target. nodeName)

else evt.currentTarget. firstChild. nextSibling. setAttributeNS( null,fill 
,red)

}

//]]

/script

g onmousedown= all(evt) ; onmouseup=all( evt)

circle onclick=all( evt) fill=black r=5 cx=55 cy=55/

circle onclick=all( evt) fill=black r=5 cx=100 cy=100/

/g

/svg

From: svg-developers@ yahoogroups. com [mailto:svg- developers@ yahoogroups. 
com] On Behalf Of jgfa92004
Sent: Wednesday, December 03, 2008 6:07 AM
To: svg-developers@ yahoogroups. com
Subject: [svg-developers] onmousedown( ) and onclick() at the same time

Hi,

I have the following svg code : 

g onmousedown= down(evt) ; onmouseup=up( evt);
circle onclick=alert( 'circle1' ) fill=black r=5 cx=5 cy=5/
circle onclick=alert( 'circle2' ) fill=black r=5 cx=0 cy=0/
/g

My problème is that the onclick event is never called, apparently 
because of the onmousedown and onmouseup events called in the first g.
What should I do to be able to call another function when a circle is 
clicked ?
Thanks a lot.

[Non-text portions of this message have been removed]

[Non-text portions of this message have been removed]

[Non-text portions of this message have been removed]

 


  

[Non-text portions of this message have been removed]




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Re: [svg-developers] Re: Report on SVG Viewer Performance

2008-12-04 Thread G. Wade Johnson
On Thu, 04 Dec 2008 06:12:30 -
Frank Bruder [EMAIL PROTECTED] wrote:

 Great work so far. Just three comments:
 
 - You identify your platform and the user agents you've tested, but
 since Batik is a Java application it would make sense to also state
 which JVM version was used.

(Smack head on table) You're right, I should have thought of that. I'll
add it.

 - Your testing method does not necessarily measure a relevant
 benchmark. A scripting engine which queues events in such a way that
 interval and timeout events always are executed in the correct order
 would get perfect scores, no matter how much time the rendering takes.
 In the second call to setInterval() you could create a Date object
 each time and use that for measuring, to account for the possibility
 that the longer interval might be delayed in accordance with the
 shorter interval. Furthermore a user agent could switch to rendering
 only every other frame when the animation speed would otherwise slow
 down too much. Video player software commonly does this.

I'm not sure I understand your issue here. The interval events for the
animation and the sampling are two independent timers (or at least they
appear to be). So the order of events doesn't appear to have any
relevance (unless I'm really misunderstanding you).

I actually use the Date.getTime() method on each call to the sampling
routine to measure the actual elapsed time between my samples. In a
previous life, I had seen how much the actual interval could vary
relative to the expected interval. I need to make sure that I am clear
about this in the text.

You are correct, I can't actually measure rendering in the script, so
I'm making the assumption that each update is a render. So, this is
a potential issue that I need to document. 

 - Finally I'd like to note that a normal distribution in fact is an
 absolutely unreasonable assumption for a variable which can not be
 negative. A gamma distribution is more like it.

I stand corrected. My statistics is not what it used to be (and
possibly never was). Just to make sure, is a calculated standard
deviation still a useful measure of variation in a gamma distribution?
The main point of this assumption was to give me a measure of the
variability.

I really appreciate the time you have taken to read and comment on
this article. 

Thank you,
G. Wade
 --- In svg-developers@yahoogroups.com, G. Wade Johnson [EMAIL PROTECTED]
 wrote:
 
  I have just posted a second draft of my Results of Profiling
  Scripting Animation in SVG on my website at
  http://anomaly.org/wade/projects/svg/profiling/
  
  I would appreciate any input from anyone who has the time to read
  and comment on it.
  
  I will try to incorporate any comments (and some changes to the
  charts) into a final version over the next few days/weeks. I also
  plan to put a little time into styling, so it doesn't look quite so
  bland.
  
  I hope to add more specific profiling over time to compare different
  aspects of scripting SVG.
  
  Any input would be appreciated.
  G. Wade
  -- 
  All things are possible, given enough time and caffeine.
   -- Danny Hoover
 
 
 


-- 
To vacillate or not to vacillate, that is the question ... or is it?



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[svg-developers] Re: onmousedown() and onclick() at the same time

2008-12-04 Thread jgfa92004
Hi again,

I still have troubles getting things work...
Here is my entire code, if you could help.
This is a circle in a 'zone' where it's possible to zoom by drawing a 
selection rectangle.
I desesperatly try to make the 'click' event fired to launch another 
action (here : change the color of the circle) when the user clicks 
on the circle but I can't do it. 
In the following code the zoom works but the 'click' event is never 
fired.
If I comment all the code into the if (evt.type == mousedown) 
statment, it works : the circle turns red (but obviously, the zoom 
doesn't work anymore) ! And I really can't find why.
Thanks again for your help.

?xml version=1.0 standalone=no?
!DOCTYPE svg PUBLIC -//W3C//DTD SVG 
1.0//EN http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd;
svg onload=init() width=600.0px viewBox=0 0 6000.0 6000.0 
height=600.0px xmlns=http://www.w3.org/2000/svg; 
xmlns:xlink=http://www.w3.org/1999/xlink; id=carte
  script type=text/ecmascript
![CDATA[
function init()
{
carto = document.getElementById(carte);
}

var zoom = false, click = false, node = '', xsvg = 0, ysvg = 0, xsvg2 
= 0, ysvg2 = 0;
function all(evt) {
if (evt.type == click){   
document.getElementById(symb0).setAttributeNS
(null,fill,red);
}
else if (evt.type == mousedown){  
//document.getElementById(symb0).setAttributeNS
(null,fill,blue);
click = true;
node = evt.target.ownerDocument.getElementById('zone');
xsvg = getTrueCoordX(evt.clientX);
ysvg = getTrueCoordY(evt.clientY);
node.setAttributeNS(null,'x',xsvg);
node.setAttributeNS(null,'y',ysvg);
node.setAttributeNS(null,'width','0');
node.setAttributeNS(null,'height','0');
node.setAttributeNS(null,'stroke-width',''+getTrueCoordR(10));
node.setAttributeNS(null,'visibility','visible');
}
else if (evt.type == mousemove){  
if (click) {
zoom = true;
xsvg2 = getTrueCoordX(evt.clientX);
ysvg2 = getTrueCoordY(evt.clientY);
w = Math.abs(xsvg2-xsvg);
h = Math.abs(ysvg2-ysvg);
node.setAttributeNS(null,'x',Math.min(xsvg,xsvg2).toString());
node.setAttributeNS(null,'y',Math.min(ysvg,ysvg2).toString());
node.setAttributeNS(null,'width',w.toString());
node.setAttributeNS(null,'height',h.toString());
}   
}
else if (evt.type == mouseup){
if (click  zoom) {
x = Math.min(xsvg,xsvg2);
y = Math.min(ysvg,ysvg2);
w = Math.abs(xsvg2-xsvg);
h = Math.abs(ysvg2-ysvg);   
if (w  h)
largeur = w;
else
largeur = h;
if (x+largeur  6000)
largeur = 6000 - x;
if (x+largeur  0)
x = 0;
if (y+largeur  6000)
largeur = 6000 - y;
if (y+largeur  0)
y = 0;
vb = carto.getAttribute('viewBox');
vbatt = vb.split(' ');
wvb = parseFloat(vbatt[2]);
viewport=x.toString() + ' ' + y.toString() + ' ' + 
largeur.toString() + ' ' + largeur.toString();
carto.setAttributeNS(null,'viewBox',viewport);
node.setAttributeNS(null,'visibility','hidden');
k = wvb / largeur;  
}
click = false;
zoom = false;   
}
}

function getTrueCoordX(x) {
vb = carto.getAttribute('viewBox');
vbatt = vb.split(' ');
xvb = parseFloat(vbatt[0]);
wvb = parseFloat(vbatt[2]);
return (xvb+x*(wvb/600));
}

function getTrueCoordY(y) {
vb = carto.getAttribute('viewBox');
vbatt = vb.split(' ');
yvb = parseFloat(vbatt[1]);
hvb = parseFloat(vbatt[3]);
return (yvb+y*(hvb/600))
}

function getTrueCoordR(r) {
vb = carto.getAttribute('viewBox');
vbatt = vb.split(' ');
wvb = parseFloat(vbatt[2]);
return (r*wvb/6000);
}
]]
  /script  
g onmousemove=all(evt); onmousedown=all(evt); 
onmouseup=all(evt);  
rect x=0 y=0 fill=white width=6000.0 
height=6000.0/
circle onclick=all(evt);  fill=midnightblue 
r=532 id=symb0 cx=3338 cy=1677/  
rect fill=none stroke-width=10 id=zone 
visibility=visible stroke=rgb(100,100,100) x=0 y=0 width=0 
height=0/
/g
/svg

--- In svg-developers@yahoogroups.com, ddailey [EMAIL PROTECTED] wrote:

 Hi Julie,
 
 I think what is happening when you put an alert in the middle of it 
all is this:
 
 first the onmousedown is received, evt.type is then mousedown
 next an alert fires
 then to get rid of the alert the user has to move the mouse off of 
the group (which received the mousedown)
 so the click (which actually consists of a mousedown followed by a 
mouseup -- without any intervening mouseout event, I believe), is 
never actually received by the group.
 
 David 
   - Original Message - 
   From: julie gautier 
   To: svg-developers@yahoogroups.com 
   Sent: Wednesday, December 03, 2008 3:23 PM
   Subject: Re : [svg-developers] onmousedown() and onclick() at the 
same time
 
 
   Hi,

Re: [svg-developers] Re: Report on SVG Viewer Performance

2008-12-04 Thread Erik Dahlström
On Thu, 04 Dec 2008 07:12:30 +0100, Frank Bruder [EMAIL PROTECTED] wrote:

 Great work so far. Just three comments:
...
 - Your testing method does not necessarily measure a relevant
 benchmark. A scripting engine which queues events in such a way that
 interval and timeout events always are executed in the correct order
 would get perfect scores, no matter how much time the rendering takes.
 In the second call to setInterval() you could create a Date object
 each time and use that for measuring, to account for the possibility
 that the longer interval might be delayed in accordance with the
 shorter interval. Furthermore a user agent could switch to rendering
 only every other frame when the animation speed would otherwise slow
 down too much. Video player software commonly does this.

I would agree that doing DOM modifications and checking how long it took before 
it could do the next update/modification isn't necessarily very accurate. If 
little or no rendering is done at all, then you'd probably get a very high 
score.

There's no guarantee that the DOM modifications actually result in a new 
rendering before the next update call. This is what Frank is getting at about 
dropping frames, there's no guaranteed framerate.

Second, the Date objects / timers that are used can have varying 
resolution/quality in browsers, and across platforms. That may skew results.

Third, in any case why would you need a framerate higher than the screen 
refreshrate? For the DOM modifications sure, they should be expected to run as 
fast as possible. But unless you run with vertical sync disabled you'll not see 
the frames that are produced in excess of the screen's refreshrate, and if you 
do get the extra frames then you may well see tearing problems. So yes, it's 
good if the DOM modifications are as fast as possible, and yes it's good if the 
viewer can produce frames faster than it needs to actually draw them on screen, 
but I don't think that you're measuring actual rendering framerates. Another 
justified question would be: if you're not going to see the frames anyway, why 
should valuable CPU time be wasted rendering them?

Anyway, you may want to check out the SVGSVGElement.currentFps[1] DOM API in 
the just released[2] Opera 10 for comparison. That property will provide the 
average framerate based on samples from when the svg was actually rendered to 
screen.

And I want to add that performance testing is really important, and that the 
above points in no way invalidate your work. They're just things that may skew 
the results. What you see on your screen and in CPU and memory usage is what 
really counts IMHO, and it's clear that in that respect the SVG viewers keep 
improving at a steady rate.

Cheers
/Erik

[1] http://dev.opera.com/articles/view/presto-2-2-and-opera-10-a-first-look/
[2] http://www.opera.com/browser/next/

-- 
Erik Dahlstrom, Core Technology Developer, Opera Software
Co-Chair, W3C SVG Working Group
Personal blog: http://my.opera.com/macdev_ed



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[svg-developers] Re: Report on SVG Viewer Performance

2008-12-04 Thread Helder Magalhães
 if you're not going to see the frames anyway,
 why should valuable CPU time be wasted rendering them?

The question is how sensitive is the human perception. Of course the
screen refresh rate should take precedence but monitors (specially
LCD, as CRT were already doing it for a while) are getting speedy (in
terms of Hz, in comparison to CRT) again.

Smoothness and flickering can be pretty tricky, as an interesting
writing about the fact [1] explains. My personal experience shows that
this is (apparently) not universal. For example I recall that, when I
was using CRT monitors, I could easily distinguish between 75 and
85Hz, although most of my colleagues couldn't. (Honestly, I can't
imagine how I was using a 60Hz monitor, even if this was about 10
years ago.) Similar effects using 3D action games: playing in a faster
machine achieving a higher frame rate made all the difference to me,
while most of my friends were not so affected (at least, according to
themselves)...

Just food for thought,

 Helder Magalhães

[1] http://www.100fps.com/how_many_frames_can_humans_see.htm




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Re: [svg-developers] Re: Report on SVG Viewer Performance

2008-12-04 Thread G. Wade Johnson
On Thu, 04 Dec 2008 15:28:40 +0100
Erik Dahlström [EMAIL PROTECTED] wrote:

 On Thu, 04 Dec 2008 07:12:30 +0100, Frank Bruder [EMAIL PROTECTED]
 wrote:
 
  Great work so far. Just three comments:
 ...
  - Your testing method does not necessarily measure a relevant
  benchmark. A scripting engine which queues events in such a way that
  interval and timeout events always are executed in the correct order
  would get perfect scores, no matter how much time the rendering
  takes. In the second call to setInterval() you could create a Date
  object each time and use that for measuring, to account for the
  possibility that the longer interval might be delayed in accordance
  with the shorter interval. Furthermore a user agent could switch to
  rendering only every other frame when the animation speed would
  otherwise slow down too much. Video player software commonly does
  this.
 
 I would agree that doing DOM modifications and checking how long it
 took before it could do the next update/modification isn't
 necessarily very accurate. If little or no rendering is done at all,
 then you'd probably get a very high score.
 
 There's no guarantee that the DOM modifications actually result in a
 new rendering before the next update call. This is what Frank is
 getting at about dropping frames, there's no guaranteed framerate.

We would hope that we could get updates faster than the rendering. But
if you don't then it is a result I would like to be able to measure. I
had actually planned to go into more detail on this, but the article
was getting so long that I was afraid mo one would be willing to read
it.

 Second, the Date objects / timers that are used can have varying
 resolution/quality in browsers, and across platforms. That may skew
 results.

I really need to put some tie into a sidebar on potential points of
error in the measures. I mentioned a few, but they aren't coherent
enough to show the biases I was aware of. Without that section, I
really don't have a good place to add notes like these.

I remember that the Javascript Date object in most browsers used to be
lousy a decade ago. I should have mentioned that.

 Third, in any case why would you need a framerate higher than the
 screen refreshrate? For the DOM modifications sure, they should be
 expected to run as fast as possible. But unless you run with vertical
 sync disabled you'll not see the frames that are produced in excess
 of the screen's refreshrate, and if you do get the extra frames then
 you may well see tearing problems. So yes, it's good if the DOM
 modifications are as fast as possible, and yes it's good if the
 viewer can produce frames faster than it needs to actually draw them
 on screen, but I don't think that you're measuring actual rendering
 framerates. Another justified question would be: if you're not going
 to see the frames anyway, why should valuable CPU time be wasted
 rendering them?

I, personally, only want a refresh rate fast enough to generate smooth
animation. My goal was less to brag on a particular potential update
rate than to explore some of the edges of what's possible. After
reading a few of the emails here I don't seem to be clear enough on my
intended goal.

 Anyway, you may want to check out the SVGSVGElement.currentFps[1] DOM
 API in the just released[2] Opera 10 for comparison. That property
 will provide the average framerate based on samples from when the svg
 was actually rendered to screen.

Sounds really useful. I'll try to check it out when I dig out from
under my current project.grin/

 And I want to add that performance testing is really important, and
 that the above points in no way invalidate your work. They're just
 things that may skew the results. What you see on your screen and in
 CPU and memory usage is what really counts IMHO, and it's clear that
 in that respect the SVG viewers keep improving at a steady rate.

I do want to thank you for your insights and comments. This project
started as a quick test to see if a few of my pages were fast enough,
but I've kind of moved in the direction of trying to put numbers to the
idea that SVG is fast enough.

I'm not really qualified to make that determination, but with the input
I've gotten so far on this list, I hope to make something we can point
to we people say that SVG would be too slow for animation or
instrumentation or games or whatever.

Thank you again for taking the time to comment. I'll incorporate your
ideas where I can in the next revision.

G. Wade
-- 
Results are what you wanted, consequences are what you got.
 -- Michael VanDusen



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[svg-developers] Re: onmousedown() and onclick() at the same time

2008-12-04 Thread Ken Stacey
Hi Julie,

In your mousedown code you initialize the position and size of the 
'zone' rectangle and place it under the mouse.  When the mouseup comes 
along, zone is the target and the circle never gets a click event.

In the 'zone' rect, put pointer-events=none

rect fill=none stroke-width=10 id=zone visibility=visible 
stroke=rgb(100,100,100) x=0 y=0 width=0 height=0 
pointer-events=none/

I haven't checked your previous posts closely, but maybe this was 
thwarting your earlier attempts at getting the click event.


Curiously, using ASV3, the first click always fires a mousemove.  Any 
clicks after that did not.  To get around this, I changed your mousemove 
code to check that the mouse had actually moved (also avoids zooming to 
zero width/height selections).

else if (evt.type == mousemove){  
if (click) {
xsvg2 = getTrueCoordX(evt.clientX);
ysvg2 = getTrueCoordY(evt.clientY);
w = Math.abs(xsvg2-xsvg);
h = Math.abs(ysvg2-ysvg);
zoom = (w  0)  (h  0);
node.setAttributeNS(null,'x',Math.min(xsvg,xsvg2).toString());
node.setAttributeNS(null,'y',Math.min(ysvg,ysvg2).toString());
node.setAttributeNS(null,'width',w.toString());
node.setAttributeNS(null,'height',h.toString());
}   
}


Ken




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Re : [svg-developers] Re: onmousedown() and onclick() at the same time

2008-12-04 Thread julie gautier
Thanks a lot !





De : Ken Stacey [EMAIL PROTECTED]
À : svg-developers@yahoogroups.com
Envoyé le : Vendredi, 5 Décembre 2008, 5h34mn 03s
Objet : [svg-developers] Re: onmousedown() and onclick() at the same time


Hi Julie,

In your mousedown code you initialize the position and size of the 
'zone' rectangle and place it under the mouse. When the mouseup comes 
along, zone is the target and the circle never gets a click event.

In the 'zone' rect, put pointer-events= none

rect fill=none stroke-width= 10 id=zone visibility= visible 
stroke=rgb( 100,100,100)  x=0 y=0 width=0 height=0 
pointer-events= none/

I haven't checked your previous posts closely, but maybe this was 
thwarting your earlier attempts at getting the click event.

Curiously, using ASV3, the first click always fires a mousemove. Any 
clicks after that did not. To get around this, I changed your mousemove 
code to check that the mouse had actually moved (also avoids zooming to 
zero width/height selections).

else if (evt.type == mousemove) { 
if (click) { 
xsvg2 = getTrueCoordX( evt.clientX) ;
ysvg2 = getTrueCoordY( evt.clientY) ;
w = Math.abs(xsvg2- xsvg);
h = Math.abs(ysvg2- ysvg);
zoom = (w  0)  (h  0);
node.setAttributeNS (null,'x' ,Math.min( xsvg,xsvg2) .toString( ));
node.setAttributeNS (null,'y' ,Math.min( ysvg,ysvg2) .toString( ));
node.setAttributeNS (null,'width' ,w.toString( ));
node.setAttributeNS (null,'height' ,h.toString( ));
} 
}

Ken

 


  

[Non-text portions of this message have been removed]




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