►
From YouTube: YUI Open Roundtable with Tilo Mitra on YUI and Hammer.js
Description
YUI Open Roundtable is an open forum for all things YUI, javascript, and Front-End technologies.
B
Our
next
edition
of
the
yy
open
round
table
we
have
with
us
is
our
guest,
teomitra
and
georg.
What's
your
last.
B
D
And
take
it
away,
oh
okay,
sure
so
I've
been
working
on
trying
to
figure
out
a
way
to
bring
better
gesture
events
to
yui
for
a
while.
Now
and
I've
been
a
big
big
fan
of
hammer,
I
think
they
do
a
lot
of
things
right
so
credit
to
jorik
for
doing
that.
So
I
was
looking
into
oh
hold
on
someone's
calling
my
house
here.
D
Okay,
so
I
was
looking
into
trying
to
figure
out
how
to
like
best
integrate
hammer.js
with
yui,
and
I
have
something
working,
so
I
thought
I
wanted.
I
wanted
to
demo
it
to
you
guys
so
the
people
who
are
watching
this
and
they
don't
know
what
hammer
is,
I
guess,
you're
you're
the
best
person
to
like
talk
about
it.
Do
you
want
to
like
give
a
brief
feel
about
what
camera
does
yeah
sure.
E
Yes,
it's
a
small
library,
that's
just
rigorous
gesture
events
like
swipe
tab,
double
tap,
hold,
etc,
and
it
just
simplifies
the
whole
implementation,
because
otherwise
you
have
to
do
like
the
all
the
touch,
events,
the
mouse
events,
the
pointer
events
etc,
and
it's
a
lot
and
then
they
have
to
have
the
difference
with
ios
and
android
and
well
that's
that's
kind
of
a
hard
job
to
do
it
right,
and
this
simplifies
it
a
bit
and.
D
Yeah,
the
most
important
things
that
I
liked
about
hammer
is
one
it
has
no
dependencies
core
has
has
no
dependencies,
it's
just
raw
javascript
and
two
apart
from
just
kind
of
simplifying
and
normalizing
the
gesture
events.
D
Hammer
also
provides
a
very
rich
set
of
properties
for
every
event
payload,
and
that
really
helps
you
kind
of
figure
out
what
to
do
with
this
event
when
it
comes
in
so
so,
those
are
the
things
that
I
really
like
so
I'll
I'll
just
screen
share
and
talk
a
little
bit
about
what
I've
been
working
on
and
how
it
relates
to
to
hammer
specifically
all
right.
D
Yeah,
the
fonts
aren't
that
important
here
I'll
I
just
bumped
it
a
little
bit
though
so
I
made.
D
Yeah,
so
this
is
like
a
standard
example
that
that
hammer
has,
for
you
know,
as
you
interact
with
the
page
here,
you'll
see
that
different
events
are
fired
and,
as
the
events
are
fired,
they
light
up
in
green
here.
So,
as
I
kind
of
as
I
tap
on
this
page,
I
get
a
touch
event.
Then
I
get
a
tap
event
and
then
I
get
a
release
event
when
I,
when,
when
I
release
my
unlike
mouse
end
or
something
so
so,
each
of
these
events
also
has
this
payload,
which
I
was
talking
about.
D
So
each
event
has
like
touches
angle,
a
lot
of
really
useful
information
here.
So
I
basically
took
this
example,
and
I
and
the
example
you're
seeing
here
is
using
yui's
hammer
js
like
it's
using
hammer
just
under
the
hood,
but
it's
using
the
yui
interface
event
interface
to
get
to
it
so
I'll
show
you
I'll
show
you
the
code
for
how
that's
working.
D
Can
you
guys
see
that
is
that
clear
enough
yeah,
that's
good,
yeah,
okay,
cool,
so
in
terms
of
the
actual
the
actual
source
code?
For
that
page
basically,
what's
happening
is
something
like
something
like
this,
and
the
standard
use
case
is
more
like
something
like
that.
D
So
I'm
saying
the
hit
area,
which
is
this
node
with
an
id
of
hit
area
on
tap
log
event
now,
instead
of
doing
on
tap,
I
have
this.
We
have
this
array
here
which
has
all
the
events
that
that
hammer
has
and
whenever
any
event
comes
in,
I'm
logging
it.
But
basically
this
is
the
interface
that
that
you
can
work
with
when
you
have
with
this
with
this
layer
that,
like
interfaces
with
hammer.js
under
the
hood,
so
this
is
very
similar
to
any
other
yui
event
right
like
we
in
yui.
D
We
have
things
like
you
know,
like
I
don't
know
on
hover
and
on,
like
focus
so
using
a
similar
concept
except
you're
delegating
to
hammer.js
under
the
hood
here.
So
I
got
that
working
which
is
nice
and
then
the
other.
Another
use
case
here
is
event
delegation
which
actually
george
kind
of
helped
me
out
with
last
night,
but
I
kind
of
figured
out
this
morning.
D
You
can
do
something
like
this
so
y
dot,
one
body
so
on
the
delegate
to
the
event
listener
on
the
body
for
a
touch
and
when
the
touch
comes
in
and
and
yeah,
and
it's
like
it's
on
a
div
log
log,
the
event.
So
let
me
kind
of
show
you
how
this
works,
so
so
you
can
see
that
that'll
give
me
the
touch
here.
But
if
I
go
up
here
somewhere,
you
don't
get
a
touch
so
just
standard
event
delegation,
but
that
that
works
really
nicely
as
well.
D
There
are
some
benefit
like
some
like
little
useful
things
that
we
can
do
when
we
subscribe
to
when
we
use
yui
specifically
so,
for
example,
yui
has
this
concept
of
using
after
so
you
can
do
something
like
hit
area
dot
after
tap.
You
know
do
something,
but
you
can
also
do
like
hit.
Area.On
tap.
Do
something
so
you
could.
You
could
imagine
where
you
want
to
have
the
after
listeners
fire
after
the
on
listeners.
D
So
this
is
something
I
was
going
around
with
just
to
see
is
something
like
this
possible
where,
even
though
you
subscribe
to
them
in
this
order,
what
you
want
to
happen
in
the
code
is
when
this
runs
you
want
to
have
on
logged
out
first,
and
then
you
want
to
have
after
logged
out.
So
I
think
that
that
works
too
yeah,
so
you'll
see.
D
No
actually
this
this
is
this
is
actually
broken.
I
should
double
check
this
because
the
after
actually
comes
in
earlier,
as
you
can
see
in
the
milliseconds
here,
so
I
got
I
got
to
fix
this.
Actually,
that's
that's!
Actually
what
I
was
working
on
last
so
got
to
figure
that
one
out
and
then
the
other
thing
that
I
kind
of
I
kind
of
did
was
and
jorax
here.
D
So
maybe
he
can
like
help
help
help
me
figure
like
tell
me
if
this
is
correct,
but
I
created
this
this
property
on
a
node
instance,
this
attribute
or
notice.
It's
called
gesture,
ops
and
basically
the
idea
here.
Is
you
say
that,
on
on
a
specific
gesture
on
a
specific
node,
you
can
say
hey
for
this
note,
these
are
the
gestures,
and
these
are
the
options
that
I
want
to
listen
to.
So
one
of
the
things
that
we
didn't
mention
is
hammer.
D
D
Should
I
prevent
mouse
events
a
lot
of
a
lot
of
like
really
specific
implementation,
details
right,
yeah,
which
is
really
cool,
so
what
I've
done
here
is
you
can
set
these
options
on
a
specific
node,
so
here
I
can
do
something
like
you
know
like
prevent
default
faults,
and
then
what
happens
is
when
you.
So
let
me
just
turn
this
back
to.
Let's
turn
this
back
to
hold.
D
When
you
listen,
when
you
subscribe
to
an
event
on
a
specific
note,
it
actually
under
the
hood,
goes
and
pulls
out
this
gesture
options
and
applies
these
options
to
the
hammer
instance
that's
created
under
the
hood.
E
F
E
D
Right,
so
so
in
so
in
this
in
this
case
here
what
will
happen?
Is
you
have
this?
If
you
have
this
code
and
you
run
it
hold,
will
actually
not
get
fired
because
I'm
setting
hold
false
and
then
I'm
setting
I'm
saying,
hold
false
on
the
hit
areas,
gesture
options
and
then
I'm
saying
hit
area
dot
on
hold.
Do
this?
D
D
E
Have
a
different
setting
for
each
note,
but
more
on
on
the
main
instance.
D
I
guess
right
now,
what
we're
doing
is
we're
saying
each
hammer
instance
is
tied
to
a
node.
I
mean
similar
to
how
the
jquery
yeah
yeah
nothing
works
where,
like
each
element,
has
a
hammer,
yeah
and
then
each
hammer
is
the
option.
E
Yeah
yeah
yeah-
that
is
true,
and
in
that
way
now
I
was
thinking
more
in
the
in
the
in
the
in
the
depth
of
the
of
the
of
the
of
the
event,
the
delegation.
D
F
G
D
And
then
you
know
store
this
and
and
if,
if
if
it
does
have
a
hammer
instance,
then
then
update
the
options
with
any
updated
options
that
you
find.
So
I
think
it's
exactly
like
I.
I
basically
took
this
from
your
jquery.
B
E
That
shouldn't
be,
but
like
the
like,
the
like
the
swipe
event
you
can
set
like
respond
to
a
speed
of
like
offered
two
or
two,
a
velocity
of
like
an
of
like
a
dot,
is
zero.
E
Okay,
now
that
1.7
or
something
is
it's
like
the
default,
but
maybe
on
a
bigger
place,
you
want
it
like,
like
a
different
threshold,
so
you
can
change
the
settings
for
it,
but
it
shouldn't
be
needed.
D
In
most
cases,
yeah
in
most
cases
it's
not
it's
not
really.
The
defaults
are
actually
actually
really
good,
but
the
idea
here
is
and
and
like
people
who,
who
are
using
yui,
will
kind
of
understand
generally
what
we
used
to
do
in
yui.
Is
we
used
to
do
something
like
this?
We
should
we
normally
do
something
like
so
I
have.
D
I
have
I'm
like
subscribing
to
some
event
right
and
normally
what
I
would
do
is,
I
would
say
I
would
do
something
like
this
right
forget
forget
everything
up
here,
the
I
pass
in
these
options
directly
to
the
event
subscriber
right,
but
what
I'm
saying
is
eric-
and
I
have
been
talking
about
this-
is
in
the
case
of
like
these
gesture
events.
D
What
you
actually
want
to
say
is
this
is
how
I
think
this
node
should
behave
so
when
this,
when
this
specific
node
gets
any
swipes
or
drags
or
taps,
this
is
how
it
should
behave,
and
then
I
set
up.
You
know
specific
events
on
that
note,
so
intuitively
it
makes
more
sense
than
having
like
this
sort
of
philosophy
where
you
pass
an
options
on
a
per
subscriber
basis,
because
this
is
actually
going
to
lead
to
a
lot
of
bugs
when
you're
hard
to
crack
down
yeah.
G
Yeah,
so
here
it's
on
inside,
like
a
global
node
level,
just
your
apps
like
a
a
free
form
list.
B
Or
is
it
a
set
list
of
things
like
hold
as
a
specific
label?
Sorry,
can
you
repeat
that
so
the
gesture
options
there's
a
limited
set
of
those
right?
It's
not
just
you're,
not
just
like
free
form,
sending
parameters
through
right,
no.
D
So
yeah,
so
these
are
all
the
options
that
hammer
has
yeah.
It
has
about
like
a
good
good
bunch
of
them.
These
options
include,
like
things
like
for
specific
events,
so
for
they're
prefixed,
so
these
are
like
for
drags
and
they
also
have
they
also
have
like.
Should
I
fire
this
gesture
so
like
hold
true
release?
D
True,
like
should
I
be
firing
these
and
you
shouldn't
be
modifying
these
too
much
from
what
I
understand
but
they're
there
if
you
want
to
change
them
right,
right,
yeah-
and
I
we
should
have
probably
touched
on
this
earlier,
but
like
this,
these
are
all
the
hammer.
Events
that
like
these
are
all
the
events
that
are
supported
by
hammer
so
they're,
like
very
it's
a
very
rich
set,
pretty
much
most
of
like,
like
anything
you
want
to
do.
D
D
You
can't
drag
a
no
like
you
have
to
plug
in
a
dd
to
a
node.
It's
not
as
easy
as
this
and
hammer
has
a
multi-touch
events
correct
right.
So
that's
really
cool
and
I
wanted
to
demo
it.
So
if
I
go,
let
me
first
like
open
up
like
I'm
emulating
my
touchscreen
here,
so
that
I
get
some
touch
events
coming
in
here
and
then
in
this
example,
you
press
down
shift.
E
Now
but
you
don't
have
to
go
in
the
in
the
in
the
into
in
the
inspector,
you
can
put
it
off.
D
B
C
You
close
the
top
one,
so
while
you
set
that
up,
I
hatch
is
asking
all
the
config
values
that
you
have
for
the
options.
Will
those
change
to
camel
case
soon
to
like
fit
like
yui,
because
yui
is
like
all
camel
case
otherwise,
right
now,.
D
I
guess
it's
a
question.
I
guess
it's
more
to
me
but
like
why
ui
is
depending
on
hammers.
I
wouldn't.
I
wouldn't
change
these
to
camel
case.
What
I
would
do
is
if
we
were
going
to
go
with
camel
case.
I
would
just
have
like
a
you
know
like
a
hash
table
which
takes
whatever
like
camel
case.
You
have
and
applies
it
to
like
this
under
the
hood.
E
B
D
Yeah,
so
what
about
what
I'm
doing
now
is
I'm
actually
pulling
a
hammer
through
bauer
and
then
I'm
just
you're
you're
you're,
adding
bow
of
hammer
to
the
page
and
then
you're,
adding
in
this
module
that
I
wrote
and
then
you
can
use
like
yui
with
hammer
easily.
So
this
is
the
this.
D
Is
the
tran,
the
multi-touch
thing
which
is
really
cool,
so
you,
if
you
pay
attention
to
the
event
data
as
I
do
this,
so
I'm
pinching
in
now,
so
you
get
the
pinch
in
and
you
get
like
the
scale
property
going
down
and
as
I
rotate
this,
a
rotation
property,
that's
changing,
and
then
I
can
like
pinch
back
out
and
so
yeah,
it's
really
nice.
I
wanted
to
ask
your
like
what
are
your
plans
with
this?
Like
are
you?
What
else
are
you
thinking
about
doing
with
the
library.
E
Well,
I
want
to
maintain
it.
Oh,
I
got
a
my
my
girlfriend,
just
something
I
I
want
to
maintain
just
for
for
now
and
and
and
they
and
these
things
like
to
like
the
like
the
faking,
the
multi-touch
is
just
an
sort
of
a
sort
of
extra
tool
for
from
for
making
debugging
easier
yep,
but
I
don't
have
like
real
future
plans,
which
I
just.
E
And
then
it's
now
like
two
years
old,
I
guess
the
whole
library
and
I
still
support
it
and.
D
It
goes
okay,
so
yeah,
so
one
of
the
cool
things
is
like
if
we
see
any
bugs
coming
in
on
the
yui
side.
I
actually
know
the
hammer
source
code
pretty
well
now,
because
I've
been
looking
at
it
for
like
a
while,
so
I
can
definitely
send
you
some
issues
and
pull
requests.
Yeah
sure
one
thing
I
wanted
to
ask
you
is
so
with
like:
have
you
have
you
fooled
around
the
css
touch,
action,
property
and
and
like?
How
does
that
apply?
To
like?
I
guess,
does
hammer
not
worry
about
that
at
all.
C
E
And
that's
a
pretty
hard
decision
because
it
will
because
it
will
block,
like
all
the
all
the
pointer
events
at
that
place.
Yeah
and
I
and
I
I
I'm
thinking
about
it-
to
change
it
to
like
pen
x,
up
and
yeah
x.
So
it
just
blocks
the
vertical
scrolling
and
that
is
seems
like
a
more
better
default.
D
E
Yeah
yeah,
and
that
should
be,
I
guess,
a
better
default,
because
most
people
just
just
want
to
swipe,
left
or
right
and
nothing
up
or
down.
E
E
Well,
the
compatibility
for
older
ie
versions
are
browser
anyway.
It's
it,
it
really
depends
on
like
the
window
ads
at
event
listener.
That's
like
the
main
issue.
I
guess
what
what
it
separates
from
using
at
ie,
seven,
six
or
eight.
D
Like
eight
also
yes,
so
one
of
the
things
I'm
working
on
now
is
to
and
and
correct
me
if
I'm
wrong,
but
what
you
do
with
the
jquery
plugin.
Is
you
delegate
it
off
to
the
jquery's
on
method
which
has
which
has
support
for
older
eyes,
because
it
it
it
doesn't
use
ad
event,
listener,
yeah,
so
yeah?
So
I'm
trying
to
do
something
similar
with
that
to
delegate
it
off
to
yui's
equivalent,
but
once
I
do
that
it
should
support
ie,
seven
and
eight
as
well.
D
So
whenever
I
need
to
modify
something
I
just
modify,
you
know
it
at
the
prototype
level,
but
basically
why
ui
is
depending
on
hammer,
so
hammer
shouldn't
need
to
change
anything
at
all,
we'll
change
what
we
need
to
to
get
it
to
work
with
yui
and
then
what
this
allows
us
to
do
is
like
if
we
have
any
any
bugs
on
on,
like
that
people
like
find
out-
and
we
realize
okay,
this
is
like
a
hammer
js
bug,
then
I
can
actually
work
directly
on
the
hammer.js
source
code
and
issue
a
pull
request
there.
E
Well,
yeah,
it's
it's!
It
should
already
support
windows
8,
because
it's
a
support,
support
events,
but
I
never
had
really
the
chance
to
test
it
on
a
real
windows,
8
device.
E
So
but
I
get
a
lot
of
people
who
also
use
helis
on
a
windows
8
device
and
that
works,
but
like
in
the
future
support
I
would
like
to
make
in
the
next
version,
like
the
v2,
the
multi
user,
also
something
because
because
now
it
only
works
like
when,
like
when
you
use
it
on
your
phone,
but
not
on
the
under
on
the
larger
touchscreen
device
that
are
also
coming
up
like
the
big
microsoft
like
attached
tables
or
something
I
don't
know
how
they
called
it.
E
I
believe
microsoft's
surface,
but
on
the
bigger
tables.
Also,
the
multi-user.
E
But
like
a
future
plans
to
support
the
the
multi-user
input,
okay,.
D
H
Well,
I
I
I
there's
a
a
small
issue.
I
get
I
I
think
they're
like
when
you
the.
E
Last
event,
because
when
you're
release
on
all
the
fingers
of
your
touchscreen,
then
you
get
no
real
good
touch
event
touch
and
event
it.
It
doesn't
contains
all
the
event
data
you
want,
so
it's
so
it
uses
underneath
the
the
last
event,
sometimes
so
the
lights
movement
event
and
it
it
doesn't
really
matter
so
much
for
the
user.
E
So
it's
it's
like
it's
the
the
finger
moves
like
one
millimeter
or
something,
but
it
is
not
like
the
the
the
the
exact
last
place
they
have
touched,
but
the
user
won't
notice
it.
But
that
might
be
a
a
bug
I
I
want
to
fix
sooner
or
later,
but
it's
not
like
major
issue
or
something.
D
Cool
yeah,
it
makes
sense,
and
and
it's
funny
this
is
not
directly
related
but
like
we
actually
like
eric-
and
I
originally
like-
talked
to
joric
when
we
were
working
on
pure
stuff
because
he
wrote
the
grunt
strip
mq
plug-in,
which
we
went
in
like
kind
of
overhauled,
because
we
were
using
it
for
pure.
So
I
actually,
I
actually
knew.
I
actually
knew
you
guys
the
hammer
chest
that
before
that,
but
then,
when
we
were
doing
the
strip
bam
q
series
I
was
like.
Oh,
this
is
the
same
guy.
That's
that's
right!.
E
A
pull
request
to
the
new
fuzzy
fuzzy
testing
tool
like
a.
D
B
Tilo,
what
what
can
you
tell
me
a
little
bit?
One
of
the
things
that
I
think
that's
implied
here,
that
we've
already
talked
about
is
that
you
were
able
to
do
this
pretty
quickly,
because
you
had
experience
doing
this
through
pure
right.
You
already
know
knew
a
lot
about
how
to
bring
in
a
new
library
into
yui.
D
That
wasn't
really
the
hard
part,
because
all
I
did
there
was.
Why
do
I
have
a
bauer
jsp
file,
and
I
just
added
hammer
to
that,
though
I
think
the
hard
part
was
like
understanding
how
yui
synthetic
event
system
works,
so
understanding
how
to
how
to
create
new
synthetic
events
then
figuring
out.
Okay.
How
do
I
do
that
now
with
events
that.
D
My
work
to
hammer
to
so
when
someone
says
on
tap.
How
do
I
tell
hammer
a
hammer?
Do
this
on
tap
like
under
the
hood
having
a
hammer
instance
and
all
that
sort
of
stuff,
so
I
think
jorik's
code
for
the
jquery
hammer,
plugin
kind
of
helped
me
out
a
little
bit
there,
but
there
was
also
some
like
yui
idiosyncrasies,
which
I
just
kind
of
had
to
like
just
kind
of
trial
and
error
and
figure
it
out.
D
Under
under
the
hood,
is
there
a
performance
hit,
or
so
I
don't
there's.
No
real
performance
like
camera
is
a
very
small
library
about
2kb,
so
I
was
able
to
actually
unders
like
I
went
through
the
source
code
and
kind
of
understood
what
it
was
doing
under
the
hood
and
basically
what
happens
is
when
you
create
a
new
hammer.
Instance.
D
Hammer
basically
sets
up
about
four
event:
listeners
on
the
dom
element
and
they're
event.
Listeners
for,
like
touch
start
touch,
move
based
on
based
on
what
kind
of
you
know,
device,
you're,
using
mouse
or
touch
or
pointer,
and
so
what
we
do
is
we
say:
okay
for
each
node
have
a
hammer
instance.
So
for
each
node
create
four
event
listeners
and
then
that's
it.
We
only
instantiate
a
hammer
instance
once
per
node.
We
store
it
off
dom
so
that
so
that
we
can
retrieve
it
quickly.
D
We
don't
have
to
like
read
and
write
to
the
dom,
and
so
in
terms
of
performance,
it's
actually
yeah.
I
don't.
I
don't
foresee
any
issues
I
haven't
done
like
performance
testing
on
it,
yet
because
it's
a
little
tricky
to
do
like
event,
performance
testing,
like
it's
very
hard
to
like
simulate
that
right
but
yeah,
I
don't
foresee
any
any
any
issues
with
that
like
the
quote,
I
wrote
is
about
like
60
lines,
long
and
no
loops
or
anything,
and
then
hammer
is
not
that
big,
either
yeah.
D
Okay.
So
what's
your
plans
for
moving
forward?
So
what
I
want
to
do
is
try
to
polish
this
up
and
then
release,
hopefully
bring
it
into
yui
in
the
next
version
of
yui.
So
then
the
yui
supports
hammer
as
of
like
their
latest
version
and
then
as
hammer
updates,
we'll
update
our
bauer
json
file
to
like
pull
in
the
latest
changes,
and
so
I
think
originally
what
I
was
doing
is.
D
I
was
trying
to
create
these
events
from
scratch,
and
then
I
realized
that
hammer
already
does
a
really
good
job
of
this.
So
if
we
can
figure
out
how
to
make
it
work
together,
then
then
it
it's
better
for
both
all
like
for
everyone.
So
hopefully
this
will
land
in
yui.
Shortly
after
we
fix
up
some
of
these
bugs
and.
C
Will
this
be
backwards
compatible
with
like,
like
the
old
touch
events
in
my
one,
I.
D
Yeah-
and
this
is
actually
richer
and
and
yeah
it's
just
more
stable-
it's
been
tested,
more
more
people
have
used
it,
so
I
make
sense
of
deprecate
or
what
we
have
currently
once
once
this
comes
in.
What
I
will
do
is
I
will
actually
help
with
some
of
the
documentation
on
the
hammer.js
side
and
maybe
with
some
more
examples.
D
G
How
will
you
be
able
to
choose
between?
Will
there
be
like
a
flag,
you
have
to
set
or
just
be
a
different
syntax.
So
you
just
whatever
you
need
it's.
D
The
exact
same
syntax,
so
that's
that's
what
I
tried
to
maintain
the
exact
same
syntax
and
basically,
what
you'll
have
to
do
is
pull
in
a
new
module,
we'll
call
it
like
event
hammer
or
something.
So
you
put
a
new
event:
hammer
module
and
suddenly
you've
got
all
the
hammer.
Adjusted
and
it'll
be
the
same
way
that
you
currently
use
yui
events.
D
Yeah
yeah
and
from
what
I've
seen
hammer
is
like
really
good
at
like
saying
like
when
new
versions
come
out
and
and
and
listening
some
of
the
changes.
So
I
think
it
should
be
fine.
B
I
That's
great,
did
you
have
any
other
questions
about?
No,
let's
did
anyone
else
in
irc
have
any
yeah?
No,
I
think
that's
so.
You've
you've
tried
this
on
device
stilo
and
it
works.
D
Great
yup
I've
actually
fooled
around
with
it
a
lot
over
the
last
few
months
and
yeah.
I
mean
that's
kind
of
how
I
got
to
know
about
it.
So
yeah,
I'm
really
happy
with
it.
F
E
G
I
didn't
know
the
tumblr
guys
use
this.
That's
good
yeah!
That's
that's
a
nice
little
turnaround
where
we
can
just.
G
D
Core,
so
I
do
have
a
gallery
module
that
I
wrote
yesterday
that
kind
of
like
does
this
like
if
you
pull
in
the
gallery
event
hammer
module
you
get
this
today,
but
so
it's
out
there.
It's
primarily
a
way
for
me
to
test
this
stuff,
but
I
wouldn't
encourage
anyone
to
use
it
for,
like
anything
serious,
because
it's
just
a
kind
of
a
playground
for
me
to
test
this
out
and
it
changes
a
lot
like
the
it's
already
out
of
date,
because
I
did
a
lot
of
work
last
night.
D
So
but
it's
out
there
if
anyone
wants
to
play
around
with
it-
and
you
can
see
it
on
my
github-
it's
called
gallery
event
hammer.
So
I
was
going
to
ask
you
like
how
people
can
get
this
right
now.
They'll
just
go
to
that
library,
yeah
yeah!
So
if
you
go
to
telometra
and
you'll,
see
it
there's
like
a
there's
like
a
yui
hammer,
repo
and
you'll
find
it
in
there.
C
So
should
they
be
able
to
file
bugs
against
that
like
on
the
repo
or
if
people
want
to
try
it
out,
they're
like
so
like
alpha
right
now
that
yeah.
D
It's
so
alpha,
don't
even
file
a
bug
because,
like
it's
probably
out
of
date
like
when
you
use
it,
it's
not
even
it's
not
even
like
it's
not
even
like
the
probably
the
best
way
to
use.
It
is
actually
just
to
take
the
js
file
in
there
and
hot
link
it
with
like
raw
github
and
use
that,
because,
like
that,
that's
the
most
up-to-date
version.
D
D
We
should
wait
like
a
week
or
so
right
now,
yeah.
You
just
give
me
like
you,
give
me
like
this
week
and
then
it'll
it'll
become
clearer,
also
because
this
change
has
a
bunch
of
changes
in
like
the
node
module
again
like
set
gesture
options,
get
gesture
options
etc.
So
I
got
to
push
that
stuff
out
too.
D
Well,
it's
gonna,
it's
gonna
affect
only
event,
but
what
I'm
testing
now
is
to
make
sure
all
the
like
weird
and
like
all
the
weird
things
that
event
does
under
the
hood
are,
is
like
what
people
expect.
Yui
events
to
do
under
the
hood
are
still
maintained,
so
kind
of
give
york
like
an
example
like,
if
he's
new,
since
he's
new
to
yui,
when
you
get
a
when
you
have
an
event,
call
back
the
event,
facade
object
is
that
yui
gives
you
back
is
different
from
the
hammer.js
event.
D
D
What
happens
is
basically
that
source
event
is
the
real
thing,
and
then
we
have
something
called
like
an
origin
event
which
would
be
which
would
have
the
hammer
js
thing
inside
it.
So
I
have
to
do
some
like
event.
Facade
normalization
basically
like
to
move
these
properties
around
so
that
yeah
in
yui
people
are
exp
people
just
like
calling
like
e
dot
prevent
default,
and
that
would
basically
do
e
dot
gesture
dot,
prevent
default
in
hammer
js
line.
D
So
so
I
got
to
make
sure
that
those
things
that
people
expect
yui
events
to
do
under
the
hood
are
still
apply.
That's
something
I
haven't
done
yet
and
then,
like
you,
saw
that
little
bug
that
I
had
with
like
the
on
and
after
stuff.
I
gotta
fix
that
too
yeah.
B
B
E
No,
I'm
not
planning
on
doing
like
major
api
updates,
and
if
I'm
going
to
do
that,
that's
then
it
will
be
in
a
in
a
minor
release.
So
it
won't
be
an
a
a
a
breaking
change,
but
I
don't
have
any
plans
to
like
add
extra
api
stuff,
because
it's
it's
now
is
just
as
simple
and
that's
like
a
a
a
really
good
good
thing
about
it,
because
it
doesn't
have
all
the
all
the
on
on
unnecessary
extras.
B
D
D
I
think
that
that
would
be
it
unless
I'm
missing
one
might
be
missing
one
I
forget,
but
those
ones
will
be
primarily,
which
I
think
and
they
have
equivalents
in
the
hammer.
Js
world
flick
would
change
the
swipe,
but
but
but
that
was
that
would
be
it
and
in
return
you
get
a
richer
set
of
properties.
D
You
gotta
get
you
get
like
sugar
events,
so
you
can
go
like
swipe,
left,
swipe
right,
right,
up,
swipe
down
et
cetera,
which
are
really
nice
and
you
get
a
whole
bunch
of
new
events,
so
that
would
be
really
nice
and
they
all
have
the
same
payload.
So
you
can
expect
to
have
like
the
same.
You
know
you
can
you
can
expect
those
properties
to
be
there
for
every
event
and
you're
saying
that
there's
going
to
be.
D
Yeah
so
like
so
they'll
still
be
there
and
you
can
still
use
them
because
it's
not
like
using
hammer
will
suddenly
interfere
with
your
ability
to
use
something,
maybe
tap,
maybe
tap
will
be
messed
up
because
hammer
has
a
tap
and
we
have
a
tab.
So
it
would
be
weird,
I
think,
like
something
that
you
probably
don't
want
to
use
together,
but
it's
not
like
the
code
would
be
weird
something
like
flick.
D
One
of
the
things
that
would
change
is,
for
example,
like,
like
I
said,
in
hammer
js,
you
have
this
set
gesture
options
thing
that
I'm
doing
you
set
options
on
the
node.
You
tell
it.
I
want
the
node
to
accept
gestures
and
behave
in
this
way.
Currently
we
do
it
on
per
subscription,
so
you
say
you
know,
on
flick.
Click
with
like
this
sort
of
velocity,
so
that'll,
it's
kind
of
just
a
change
in
like
how
you
program
that
stuff
right.
But
it's
not
really
a
major
breaking
change
because
we're
just
deprecating
the
modules.
I
D
Yeah
and
whenever
I
do
get
this
in,
I
mean
definitely
something
we
want
to
rc
first,
but
whenever
we
do
get
this
in
there,
there
will
I'll
definitely
write
up
a
migration
pack,
I'll
just
say:
okay,
if
you're
using
flick
of
right
now
with
these
types
of
properties,
then
this
is
what
you
actually
should
be
using
use
like
swipe
with
this
with
this
option
or
something
like
that,
so
I'll
definitely
have
a
migration
path
for
people
like
that.
G
D
Cool,
but
you
could
imagine
something
like
scroll
view,
which
currently
relies
on
gesture
moves
under
the
hood.
We
might
need
to
go
in
and
update
that
to
use
like
you
know,
swipe
and
drag
under
the
hood,
and
it
would
actually
make
a
better
implementation.
I
feel
because
you
can
do
like
swipe
left
swipe
right,
drag
up,
drag
down.
Do
these
things
it
would
just
be.
It
would
just
be
easier
than
you'd
remove
a
lot
of
code
from
scroll
view.
A
D
Yeah
and
in
terms
of
actual
you
know,
bite
size
like
I
said,
hammer
is
two
or
three
kb.
D
I
would
say
that
overall,
we
might,
you
might
if
anything
like
we're,
actually
become
out,
even
because
we
remove
as
much
code
as
we
add
in
or
we
might
be,
like
you
know,
half
a
kb
over
I
don't
know,
I
haven't,
checked
the
details,
but
it's
very
minor
compared
to
all
the
and
remember
like
we
only
had
three
events.
Initially,
we
were
getting
like
12.
So
in
terms
of
kp,
you
actually
probably
save.
B
D
If
you
look
at
the
source
code,
all
the
gesture
events
are
defined
in
their
own
files
and
they
have
basically
all
have
a
a
handler
and
inside
the
handler
you
basically
say:
okay,
if
these
conditions
are
met
fire
this
gesture,
if
they're
not
met,
then
don't
fire
the
gesture
and
that's
a
lot
simpler
than
what
we'd
have
to
do
in
y
ui
language.
You
have
to
like
define
this
new
gesture
event.
We
have
to
say,
okay
on
listener,
do
this
detach
listen
to
this
detach
delegate.
Listen
to
that.
D
So
in
this
way,
if
someone
wants
to
create
a
new
gesture
event-
like
let's
say
they
want
to
click,
do
like
on
a
triple
tap
or
something
you
just
create
use
the
hammer
way
of
doing
it
and
you
just
pull
it
in
and
and
it
would
be
a
lot
simpler
than
going
through
the.
Why
white
synthetic
event
space
necessarily
do
something
like
that,
and
the
benefit
is
like
you
know,
you
can
send
a
pull
request
to
hammer
possibly
and
it
would
it
might
get
pulled
into
court.
F
B
B
G
D
A
lot
for
coming
and
I'll
talk
to
you
on,
I
guess
github
or
twitter
george
yeah.
What
time
of
day
is
it?
What
sorry.
F
D
F
E
Well,
it's
now
15
4
4
noon
for
12.,
so
I'm
I'm
going
to
to
to.
B
All
right
all
right!
Well,
thank
you
good.
Thank
you.
Thanks
to
you,
I
look
forward
to
seeing
what
you
come
up
with
thanks
I'll
talk
to
you
guys
later
all
right
see
y'all
next
week.