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  • Which browsers support html5 offline storage?

    - by Marcin
    Essentially, I wanted to run a piece of demo code from W3c Offline Webapps page. It looks like that: var db = window.openDatabase("notes", "", "The Example Notes App!", 1048576); Firefox 3.5, IE8 and Chrome do not seem to get it. Is there anybody out there that actually wrote support for that? Or is this wishful thinking about 'the standard of the future'?

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  • Required attribute HTML5

    - by Joop
    First of all I will explain how I stumbled into this behavior. Within my web application I am using some custom validation for my form fields. Within the same form I have two buttons. One to actually submit the form and the other to cancel/reset the form. Mostly I use Safari as my default browser. Now Safari 5 is out and suddenly my cancel/reset button didn't work anymore. Every time I did hit the reset button the first field in my form did get the focus. However this is the same behavior as my custom form validation. When trying it with another browser everything just worked fine. I had to be a Safari 5 problem. I changed a bit in my Javascript code and I found out that the following line was causing the problem: document.getElementById("somefield").required = true; To be sure that would be really the problem I created a test scenario: <!DOCTYPE html> <html> <head> <title>Test</title> </head> <body> <form id="someform"> <label>Name:</label>&nbsp;<input type="text" id="name" required="true" /><br/> <label>Car:</label>&nbsp;<input type="text" id="car" required="true" /><br/> <br/> <input type="submit" id="btnsubmit" value="Submit!" /> </form> </body> </html> What I expected would happen did happen. The first field "name" did get the focus automatically. Anyone else stumbled into this?

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  • HTML5 Canvas and Game Programming

    - by LemonBeagle
    I hope this isn't too open ended. I'm wondering if there is a better (more battery-friendly) way of doing this -- I have a small HTML 5 game, drawn in a canvas (let's say 500x500). I have some objects whose positions I update every 50ms or so. My current implementation re-draws the entire canvas every 50ms. I can't imagine that being very good for battery life on mobile platforms. Is there a better way to do this? This must be a common pattern with games. EDIT: as requested, here are some more updates: Right now, the objects are geometric primitives drawn via arcs and lines. I'm not opposed to making these small png/jpg/gif files instead of that'd help out. These are small graphics -- just 15x15 or so. As the game progresses, more and more of the screen changes at a time. However, at the start, the screen changes relatively slowly (the objects randomly moved a few pixels every 50ms).

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  • HTML5 Video Javascript

    - by user373721
    Hi, I am not experienced in Javascript, I have the following script to play video files on Andriod phone, and it works fine. <script type="text/javascript"> function PlayMyVideo(arg) { var myVideo = document.getElementById([arg]); myVideo.play(); } </script> <video id="what" src="what.mp4" poster="" /> <input type="button" onclick="PlayMyVideo('what')" value="Play" /> I am trying to write the tag on the fly: <script type="text/javascript"> function PlayVideo() { new_video = document.createElement('video'); new_video.setAttribute('scr', 'what.mp4'); new_video.play(); } </script> <input type="button" onclick="PlayVideo()" value="Play2" /> Nothing happen, would appreciate your suggestions. Thanks in advance

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  • HTML5 Drag and Drop styles not displaying on Windows Server 2003

    - by NoR
    I'm working on a file upload utility based on Valum's Ajax-Uploader. The idea is similar to the Gmail attachment process. The user should be able to drag a file from the desktop into the browser window and onto the file upload area to get it to upload. This works fine in the browsers that support this functionality (Firefox 3.6+, Chrome 7+). The problem I'm running into are the styles that should be re-drawn when the user: Drags the file anywhere in the browser Drags the file into the upload area I have tested in the exact same browser versions on WinXP, Vista, and Win7. The appropriate styles are redrawn. However, in Windows Server 2003, they do not. In Win2003, when I inspect the div that should be redrawn via Firebug, the "drop-area" and "drop-area-active" classes are applied correctly. Firebug even shows the correct style declarations, but the changes are never visible. The only difference between FF and Chrome that I'm able to spot is that in Chrome, the "drop-area-active" style is displayed for a split second when the user drops the file. I'm not positive that it is a Windows2003 issue, but that's the only OS in which I'm able to recreate the bug.

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  • HTML5 - Creating a canvas on top of an SVG(or other image)

    - by cawd
    The reason for asking this question is because I want to be able to draw an arrow between two svg images. I want to use canvas to create the arrows, so firstly I generate the svgs then place a canvas on top of them to be able to draw the arrows. I've tried using style=... but haven't had any luck as everytime I add the canvas element it just pushes my svg images to another pl If there's no easy way to do this I'll just create arrows using SVG, I figured it would be more efficient to use canvas if I had to do lots of arrows in a short amount of time.

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  • Determining unknown content-types with the Html5 file api

    - by Jesse
    I'm working through a small file upload script (learning experience) and I noticed that when selecting microsoft office related files (.doc or .docx for example) the file objects do not have a type specified: For .doc files I had expected the type to be "application/msword" and along the same train of thought .docx to be "application/vnd.openxmlformats-officedocument.wordprocessingml.document". In the cases when the type cannot be determined is the correct course of action to look at the file extension and match that to the "expected" content / mime type? Sample script: <div id="fileUpload"> <input type="file" id="fileElem" style="display:none;" onchange="handleFiles(this.files)"/> <a href="#" id="fileSelect">Select some files</a> </div> <script type="text/javascript"> var fileSelect = document.getElementById("fileSelect"), fileElem = document.getElementById("fileElem"); fileSelect.addEventListener("click", function (e) { if (fileElem) { fileElem.click(); } e.preventDefault(); }, false); function handleFiles(files) { console.log(files); } </script>

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • Add animation when user control get visible and collapsed In Wpf

    - by sanjeev40084
    I have two xaml files MainWindow.xaml and other user control WorkDetail.xaml file. MainWindow.xaml file has a textbox, button, listbox and reference to WorkDetail.xaml(user control which is collapsed). Whenever user enter any text, it gets added in listbox when the add button is clicked. When any items from the listbox is double clicked, the visibility of WorkDetail.xaml is set to Visible and it gets displayed. In WorkDetail.xaml (user control) it has textblock and button. The Textblock displays the text of selected item and close button sets the visibility of WorkDetail window to collapsed. Now i am trying to animate WorkDetail.xaml when it gets visible and collapse. When any items from listbox is double clicked and WorkDetail.xaml visibility is set to visible, i want to create an animation of moving WorkDetail.xaml window from right to left on MainWindow. When Close button from WorkDetail.xaml file is clicked and WorkDetail.xaml file is collapsed, i want to slide the WorkDetail.xaml file from left to right from MainWindow. Here is the screenshot: MainWindow.xaml code: <Window...> <Grid Background="Black" > <TextBox x:Name="enteredWork" Height="39" Margin="44,48,49,0" TextWrapping="Wrap" VerticalAlignment="Top"/> <ListBox x:Name="workListBox" Margin="26,155,38,45" FontSize="29.333" MouseDoubleClick="workListBox_MouseDoubleClick"/> <Button x:Name="addWork" Content="Add" Height="34" Margin="71,103,120,0" VerticalAlignment="Top" Click="Button_Click"/> <TestWpf:WorkDetail x:Name="WorkDetail" Visibility="Collapsed"/> </Grid> </Window> MainWindow.xaml.cs class code: namespace TestWpf { public partial class MainWindow : Window { public MainWindow() { this.InitializeComponent(); } private void Button_Click(object sender, RoutedEventArgs e) { workListBox.Items.Add(enteredWork.Text); } private void workListBox_MouseDoubleClick(object sender, MouseButtonEventArgs e) { WorkDetail.workTextBlk.Text = (string)workListBox.SelectedItem; WorkDetail.Visibility = Visibility.Visible; } } } WorkDetail.xaml code: <UserControl ..> <Grid Background="#FFD2CFCF"> <TextBlock x:Name="workTextBlk" Height="154" Margin="33,50,49,0" TextWrapping="Wrap" VerticalAlignment="Top" FontSize="29.333" Background="#FFF13939"/> <Button x:Name="btnClose" Content="Close" Height="62" Margin="70,0,94,87" VerticalAlignment="Bottom" Click="btnClose_Click"/> </Grid> </UserControl> WorkDetail.xaml.cs class code: namespace TestWpf { public partial class WorkDetail : UserControl { public WorkDetail() { this.InitializeComponent(); } private void btnClose_Click(object sender, System.Windows.RoutedEventArgs e) { Visibility = Visibility.Collapsed; } } } Can anyone tell how can i do this?

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  • JLabel animation in JPanel

    - by Trizicus
    After scratching around I found that it's best to implement a custom image component by extending a JLabel. So far that has worked great as I can add multiple "images" (jlabels without the layout breaking. I just have a question that I hope someone can answer for me. I noticed that in order to animate JLabels across the screen I need to setlayout(null); and setbounds of the component and then to animate eventually setlocation(x,y);. Is this a best practice or a terrible way to animate a component? I plan on eventually making an animation class but I don't want to do so and end up having to chuck it. I have included relevant code for a quick review check. import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel { private Timer timer; private long startTime = 0; private int numFrames = 0; private float fps = 0.0f; private int x = 0; GraphicsPanel() { final Entity ent1 = new Entity(); ent1.setBounds(x, 0, ent1.getWidth(), ent1.getHeight()); add(ent1); //ESSENTIAL setLayout(null); //GAMELOOP timer = new Timer(30, new ActionListener() { public void actionPerformed(ActionEvent e) { getFPS(); incX(); ent1.setLocation(x, 0); repaint(); } }); timer.start(); } public void incX() { x++; } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g.create(); g2.setClip(0, 0, getWidth(), getHeight()); g2.setColor(Color.BLACK); g2.drawString("FPS: " + fps, 1, 15); } public void getFPS() { ++numFrames; if (startTime == 0) { startTime = System.currentTimeMillis(); } else { long currentTime = System.currentTimeMillis(); long delta = (currentTime - startTime); if (delta > 1000) { fps = (numFrames * 1000) / delta; numFrames = 0; startTime = currentTime; } } } } Thank you!

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  • Smooth animation using MatrixTransform?

    - by Mattias Konradsson
    I'm trying to do an Matrix animation where I both scale and transpose a canvas at the same time. The only approach I found was using a MatrixTransform and MatrixAnimationUsingKeyFrames. Since there doesnt seem to be any interpolation for matrices built in (only for path/rotate) it seems the only choice is to try and build the interpolation and DiscreteMatrixKeyFrame's yourself. I did a basic implementation of this but it isnt exactly smooth and I'm not sure if this is the best way and how to handle framerates etc. Anyone have suggestions for improvement? Here's the code: MatrixAnimationUsingKeyFrames anim = new MatrixAnimationUsingKeyFrames(); int duration = 1; anim.KeyFrames = Interpolate(new Point(0, 0), centerPoint, 1, factor,100,duration); this.matrixTransform.BeginAnimation(MatrixTransform.MatrixProperty, anim,HandoffBehavior.Compose); public MatrixKeyFrameCollection Interpolate(Point startPoint, Point endPoint, double startScale, double endScale, double framerate,double duration) { MatrixKeyFrameCollection keyframes = new MatrixKeyFrameCollection(); double steps = duration * framerate; double milliSeconds = 1000 / framerate; double timeCounter = 0; double diffX = Math.Abs(startPoint.X- endPoint.X); double xStep = diffX / steps; double diffY = Math.Abs(startPoint.Y - endPoint.Y); double yStep = diffY / steps; double diffScale= Math.Abs(startScale- endScale); double scaleStep = diffScale / steps; if (endPoint.Y < startPoint.Y) { yStep = -yStep; } if (endPoint.X < startPoint.X) { xStep = -xStep; } if (endScale < startScale) { scaleStep = -scaleStep; } Point currentPoint = new Point(); double currentScale = startScale; for (int i = 0; i < steps; i++) { keyframes.Add(new DiscreteMatrixKeyFrame(new Matrix(currentScale, 0, 0, currentScale, currentPoint.X, currentPoint.Y), KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(timeCounter)))); currentPoint.X += xStep; currentPoint.Y += yStep; currentScale += scaleStep; timeCounter += milliSeconds; } keyframes.Add(new DiscreteMatrixKeyFrame(new Matrix(endScale, 0, 0, endScale, endPoint.X, endPoint.Y), KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(0)))); return keyframes; }

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  • Adding UIView animation mysteriously changes starting frame

    - by clozach
    I'm working on an app that shows a thumbnail of a photo taken by the user. In order to show a seemless transition from the full-screen image shown in the UIImagePickerController to the thumbnail, I set the frame on my copy of the image to [[UIScreen mainScreen] bounds] and then change the frame to match the frame of an invisible button. (The button allows users to re-take their photo by tapping the thumbnail image.) The trouble is that the starting x-origin of my UIImageView (imageView) is mysteriously starting nearly offscreen to the left: As you can see from the alert, the imageView purports to be located at (0,0), yet it's displaying at something like (-255,0). Here's the code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1000]; [UIView setAnimationDelay:.5]; imageView.frame = pictureButton.frame; [UIView commitAnimations]; As if to taunt me, the image actually does go full screen if I comment out the animation code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button // [UIView beginAnimations:nil context:nil]; // [UIView setAnimationDuration:1000]; // [UIView setAnimationDelay:.5]; // // imageView.frame = pictureButton.frame; // // [UIView commitAnimations]; (Note: animationDuration will of course be set to something more like .5 in production, not 1000 seconds.) Update — Other weirdness worth mentioning in case it's relevant: It turns out the offset changes depending on the orientation of the camera when the photo was taken. If I take the picture with the phone upside-down, for instance, then the image gets offset vertically as well as horizontally. The picker seems to be filling the image's imageOrientation incorrectly: I have to hold the phone sideways, Home button on the left, to get an image with UIImageOrientationUp. At one point I experimented with setting imageView.clipsToBounds = YES;, which revealed that my image view's frame is in fact correct. Rather, it's the UIImage's placement within the UIImageView that gets offset. Fwiw, the image view's contentMode is the default, UIViewContentModeScaleToFill.

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  • Windows8, JavaScript and HTML5 - A good thing?

    - by Albers
    Most of us have seen the Windows 8 news regarding support for native HTML5/JavaScript applications. The press has pushed this as a potential threat to the .NET developer community because JavaScript and HTML5 were called "our new developer platform". The press release refers to "Web-connected and Web-powered apps built using HTML5 and JavaScript that have access to the full power of the PC.".Microsoft has also been hush on details related to these comments. Before we buy the hype and start worrying about a world where we drop our Visual Studio licenses and buy DreamWeaver - let's think about how Windows 8 HTML/JavaScript applications would be implemented. The HTML5 spec offers support for offline applications, but this won't offer the OS-integrated experience the press release refers to. MS has to be planning a way to extend access beyond the traditional JavaScript feature set. Microsoft has a similar option today: HTML Applications or HTAs. They come close to required features, but HTAs need ActiveX or Java integration to provide the promised OS-level access. I'm guessing that Microsoft's future OS strategy isn't built on developers cranking out ActiveX controls or Java applets. So where is Microsoft headed? One possibility is that MS builds a new JavaScript framework from the ground up outside their current APIs. Another idea would be for Microsoft to add support for JavaScript as a first class .NET language using the Dynamic Language Runtime. A solution based on the DLR could be integrated into an HTA-like model to provide the promised access, along with the full range of features in .NET Framework. Security comes included in the Framework. And the work necessary to support this integration would tie in nicely with the effort MS has recently made providing better JavaScript and HTML5 support in Visual Studio 2010. As a bonus, a full-fledged JavaScript DLR implementation would allow single language web solutions across client and server (think node.js) and would appeal to developers who are familiar with JavaScript but have less experience with the Microsoft tech stack. We will all get a better picture after the Build conference in September. But in the mean time we know that Microsoft has a reputation for providing strong developer support. We might want to reserve our harshest judgement and consider that the press release could hint at new opportunities for .NET development.

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  • Slow Jquery Animation

    - by Pyronaut
    I have this webpage : http://miloarc.pyrogenicmedia.com/ Which atm is nothing special. It has a few effects but none that break the bank. If you mouse over a tile, it should change it's opacity to give it a fade effect. This is done through the Jquery Animation, not through CSS (I do this so it can fade, instead of being a straight change). Everything looks nice when the page loads, and the fades look perfect. Infact if you drag your mouse all over the place, if gives you a "trail" almost like a snake. Anyway, My next problem is that you will see there is a box in the top left, which is going to tell you information about the tile you are hovering over. This seems to work fine. When you mouse over that information box, it switches it's position (So that you can reach the tiles that were previously hidden underneath it). From my understanding, this is all working fine, and to the letter. However, After one move of the info box (One hover). Viewing the page in Firefox turns slugish. As in, after a successful move of the info box, the fade effects become very stuttered, and it doesn't pick up events as fast meaning you can't draw a "trail" on the screen. Chrome doesn't have this issue. It seems to work fine no matter what. Safari also seems ok. Although I do notice if I move my mouse really fast, it does jump a bit but not as much as firefox. Internet explorer doesn't work at all. Seems to crash the browser... And there is an error with the rounded corner plugin im using (Not sure why...). All in all, I think whatever I'm doing inside my code must be heavily sluggish. But I don't know where it is happening. Here is the full code, but I would advise go to the link to view everything. <script type="text/javascript"> $(document).ready(function() { var WindowWidth = $(window).width(); var WindowMod = WindowWidth % 20; var WindowWidth = WindowWidth - WindowMod; var BoxDimension = WindowWidth / 20; var BoxDimensionFixed = BoxDimension - 12; var dimensions = BoxDimensionFixed + 'px'; $('.gamebutton').each(function(i) { $(this).css('width', dimensions); $(this).css('height', dimensions); }); var OuterDivHeight = BoxDimension * 10; var TopMargin = ($(window).height() - OuterDivHeight) / 2; var OuterDivWidth = BoxDimension * 20; var LeftMargin = ($(window).width() - OuterDivWidth) / 2; $('#gamePort').css('margin-top', TopMargin).css('margin-left', LeftMargin).css('margin-right', LeftMargin); $('.gamebutton img').each(function(i) { $(this).hover( function () { $(this).animate({'opacity': 0.65}); }, function () { $(this).animate({'opacity': 1}); } ); }); $('.rounded').corners(); $('.gamebutton').each(function(i) { $(this).hover(function() { $('.gameTitlePopup').html($(this).attr('title')); FadeActive(); }); }); function FadeActive() { $('.activeInfo').fadeIn('slow'); } $('#gameInfoLeft').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoRight').addClass('activeInfo'); FadeActive(); }); }); $('#gameInfoRight').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoLeft').addClass('activeInfo'); FadeActive(); }); }); }); </script> Thanks for any help :).

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  • Could the HTML 5 Video tag pick up an IP Multicast Stream?

    - by DrewBarbs
    I've been researching methods of getting an IP Multicast over UDP to the browser, and have found little that suggests I would be able to do it without using a plug-in like Java, Flash, or Silverlight in order to open a UDP port and (somehow) render the video. Checking out the HTML 5 <video> spec, there is (obviously) little in the way of specific implementation details, so as far as I can tell, there is nothing stopping a browser from parsing a address of the form "udp://224.1.1.1:8000" and joining a multicast group on that IP/port. Is this a correct understanding? Or must the resource pointed to by the <source> be a file?

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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • HTML-5 : video tag. Video not playing

    - by Microkernel
    Hi guys, I was trying use/test video tag of HTML-5. Here is the code <!DOCTYPE HTML> <html> <body> <video src="./Pilot.avi" controls="controls"> your browser does not support the video tag </video> </body> </html> Pilot.avi is stored in the same same directory as this HTML page. The problem is, I am seeing the controls being displayed but can't play the video. I tried with, 1) Mozilla Firefox 3.6.13 2) Google Chrome 8.0.552.224 What could be the problem? Regards, Microkernel

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  • How to create nested directories in PhoneGap

    - by Stallman
    I have tried on this, but this didn't satisfy my request at all. I write a new one: var file_system; var fs_root; window.requestFileSystem(LocalFileSystem.PERSISTENT, 1024*1024, onInitFs, request_FS_fail); function onInitFs(fs) { file_system= fs; fs_root= file_system.root; alert("ini fs"); create_Directory(); alert("ini fs done."); } var string_array; var main_dir= "story_repository/"+ User_Editime; string_array= new Array("story_repository/",main_dir, main_dir+"/rec", main_dir+"/img","story_repository/"+ User_Name ); function create_Directory(){ var start= 0; var path=""; while(start < string_array.length) { path = string_array[start]; alert(start+" th created directory " +" is "+ path); fs_root.getDirectory ( path , {create: true, exclusive: false}, function(entry) { alert(path +"is created."); }, create_dir_err() ); start++; }//while loop }//create_Directory function create_dir_err() { alert("Recursively create directories error."); } function request_FS_fail() { alert("Failed to request File System "); } Although the directories are created, the it sends me ErrorCallback:"alert("Recursively create directories error.");" Firstly, I don't think this code will work since I have tried on this: This one failed: window.requestFileSystem( LocalFileSystem.PERSISTENT, 0, //request file system success callback. function(fileSys) { fileSys.root.getDirectory( "story_repository/"+ dir_name, {create: true, exclusive: false}, //Create directory story_repository/Stallman_time. function(directory) { alert("Create directory: "+ "story_repository/"+ dir_name); //create dir_name/img/ fileSys.root.getDirectory { "story_repository/"+ dir_name + "/img/", {create: true, exclusive: false}, function(directory) { alert("Create a directory: "+ "story_repository/"+ dir_name + "/img/"); //check. //create dir_name/rec/ fileSys.root.getDirectory { "story_repository/"+ dir_name + "/rec/", {create: true, exclusive: false}, function(directory) { alert("Create a directory: "+ "story_repository/"+ dir_name + "/rec/"); //check. //Go ahead. }, createError } //create dir_name/rec/ }, createError } //create dir_name/img }, createError); }, //Create directory story_repository/Stallman_time. createError()); } I just repeatedly call fs.root.getDirectory only but it failed. But the first one is almost the same... 1. What is the problem at all? Why does the first one always gives me the ErrorCallback? 2. Why can't the second one work? 3. Does anyone has a better solution?(no ErrorcallBack msg) ps: I work on Android and PhoneGap 1.7.0.

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  • HTML Audio performance

    - by user1888309
    I'm working on HTML drum machine, and I`ve met some performance issues, rhythm start to break if BPM is higher than 110 but I'm expecting to make it work on BPM over 180. I guess that it can be related with format or codec of audio files, however it also maybe that my code is not very optimised (as I can see from JS CPU profiling it's not). So I'm expecting you guys give me some code review or some hints on optimisation. Although all similar projects I've found on internet didn't work good and maybe it's just restrictions of Audio API. By the way, it's very raw and sounds works only on Chrome under Mac OS, so any advise on audio encoding for web also would be great Project on Github pages Screenshot of Groove which breaks UPDATE Ok, I've found that I was encoding audio files incorrectly, after fixing that rhythm stopped breaking, and also it started working in Mozilla. But still there are issues on windows OS.

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  • Core Animation bad access on device

    - by user1595102
    I'm trying to do a frame by frame animation with CAlayers. I'm doing this with this tutorial http://mysterycoconut.com/blog/2011/01/cag1/ but everything works with disable ARC, when I'm try to rewrite code with ARC, it's works on simulator perfectly but on device I got a bad access memory. Layer Class interface #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @interface MCSpriteLayer : CALayer { unsigned int sampleIndex; } // SampleIndex needs to be > 0 @property (readwrite, nonatomic) unsigned int sampleIndex; // For use with sample rects set by the delegate + (id)layerWithImage:(CGImageRef)img; - (id)initWithImage:(CGImageRef)img; // If all samples are the same size + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; // Use this method instead of sprite.sampleIndex to obtain the index currently displayed on screen - (unsigned int)currentSampleIndex; @end Layer Class implementation @implementation MCSpriteLayer @synthesize sampleIndex; - (id)initWithImage:(CGImageRef)img; { self = [super init]; if (self != nil) { self.contents = (__bridge id)img; sampleIndex = 1; } return self; } + (id)layerWithImage:(CGImageRef)img; { MCSpriteLayer *layer = [(MCSpriteLayer*)[self alloc] initWithImage:img]; return layer ; } - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; { self = [self initWithImage:img]; if (self != nil) { CGSize sampleSizeNormalized = CGSizeMake(size.width/CGImageGetWidth(img), size.height/CGImageGetHeight(img)); self.bounds = CGRectMake( 0, 0, size.width, size.height ); self.contentsRect = CGRectMake( 0, 0, sampleSizeNormalized.width, sampleSizeNormalized.height ); } return self; } + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; { MCSpriteLayer *layer = [[self alloc] initWithImage:img sampleSize:size]; return layer; } + (BOOL)needsDisplayForKey:(NSString *)key; { return [key isEqualToString:@"sampleIndex"]; } // contentsRect or bounds changes are not animated + (id < CAAction >)defaultActionForKey:(NSString *)aKey; { if ([aKey isEqualToString:@"contentsRect"] || [aKey isEqualToString:@"bounds"]) return (id < CAAction >)[NSNull null]; return [super defaultActionForKey:aKey]; } - (unsigned int)currentSampleIndex; { return ((MCSpriteLayer*)[self presentationLayer]).sampleIndex; } // Implement displayLayer: on the delegate to override how sample rectangles are calculated; remember to use currentSampleIndex, ignore sampleIndex == 0, and set the layer's bounds - (void)display; { if ([self.delegate respondsToSelector:@selector(displayLayer:)]) { [self.delegate displayLayer:self]; return; } unsigned int currentSampleIndex = [self currentSampleIndex]; if (!currentSampleIndex) return; CGSize sampleSize = self.contentsRect.size; self.contentsRect = CGRectMake( ((currentSampleIndex - 1) % (int)(1/sampleSize.width)) * sampleSize.width, ((currentSampleIndex - 1) / (int)(1/sampleSize.width)) * sampleSize.height, sampleSize.width, sampleSize.height ); } @end I create the layer on viewDidAppear and start animate by clicking on button, but after init I got a bad access error -(void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; NSString *path = [[NSBundle mainBundle] pathForResource:@"mama_default.png" ofType:nil]; CGImageRef richterImg = [UIImage imageWithContentsOfFile:path].CGImage; CGSize fixedSize = animacja.frame.size; NSLog(@"wid: %f, heigh: %f", animacja.frame.size.width, animacja.frame.size.height); NSLog(@"%f", animacja.frame.size.width); richter = [MCSpriteLayer layerWithImage:richterImg sampleSize:fixedSize]; animacja.hidden = 1; richter.position = animacja.center; [self.view.layer addSublayer:richter]; } -(IBAction)animacja:(id)sender { if ([richter animationForKey:@"sampleIndex"]) {NSLog(@"jest"); } if (! [richter animationForKey:@"sampleIndex"]) { CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"sampleIndex"]; anim.fromValue = [NSNumber numberWithInt:0]; anim.toValue = [NSNumber numberWithInt:22]; anim.duration = 4; anim.repeatCount = 1; [richter addAnimation:anim forKey:@"sampleIndex"]; } } Have you got any idea how to fix it? Thanks a lot.

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  • Web Audio API and mobile browsers

    - by Michael
    I've run into a problem while implementing sound and music into an HTML game that I'm building. I'm using the Web Audio API, loading all the sound files with XMLHttpRequests and decoding them into an AudioBufferSourceNode with AudioContext.prototype.decodeAudioData(). It looks something like this: var request = new XMLHttpRequest(); request.open("GET", "soundfile.ogg", true); request.responseType = "arraybuffer"; request.onload = function() { context.decodeAudioData(request.response) } request.send(); Everything plays fine, but on mobile the decodeAudioData takes an absurdly long time for the background music. I then tried using AudioContext.prototype.createMediaElementSource() to load the music from an HTML Audio object, since they support streaming and don't have to load the whole file into memory at once. It looked something like this: var audio = new Audio('soundfile.ogg'); var source = context.createMediaElementSource(audio); var mainVolume = context.createGain(); source.connect(mainVolume); mainVolume.connect(context.destination); This loads much faster, but the audio volume isn't affected by the gain node. Works fine on desktop, so I'm assuming this is a bug/limitation of mobile Chrome (testing on Android). Is there actually no good, well-performing way to handle sound on mobile browsers or am just I doing something stupid?

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  • Does video tag (HTML 5) injection via JavaScript work in any browsers?

    - by JoshNaro
    I'm trying to dynamically spawn a video element on a page using JavaScript. JavaScript <script type="text/javascript"> $(document).ready(function() { var video = $(document.createElement('video')) .attr('id', 'VideoElement') .attr('controls', 'controls') .attr('src', 'videopath.mp4') // Changed 'href' attribute to 'src' .css({ width: 640, height: 360 }); $('#VideoContainer').append(video); }); HTML <body> <div id="VideoContainer"></div> </body> In Firefox I get the video harness, but the actual video doesn't load. In IE8 the video harness doesn't even appear. Is HTML 5 just not supported enough to accomplish this yet? Edit: Got this to work with Artiom's fix. Looks like this works fine with Chrome and Safari. I'm using a codec Firefox doesn't support, so it doesn't work there; although I suspect it will work with a supported codec. IE8 sure enough doesn't work (high five IE).

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  • html5media library doesn't work on FF 3.6.3

    - by Alex
    Hi. Am I the only one experiencing this issue? I'm using the html5media library and the test page they provide no longer plays in Firefox 3.6.3, though it plays on the latest Safari, Chrome, Opera, and IE. On FF 3.6.3, it shows the video and the audio with large X through them. I'm using this library on my site and noticed the issue as well. I'm not seeing any errors in the error console.

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  • Does Android 2.1's Browser Support HTML 5 and What Video Format Does It Play?

    - by John Giotta
    The company I work for produces allot of video and we want to target as many devices as possible, but the question came up of what does the Android do? I personally own an Android based phone running 2.1, but I can't seem to get the HTML 5 tag to work. Even when I can trigger the browser to playback the video it just throws a notification error that it can't. Are there guidelines to producing Android/HTML 5 compatible videos? Is it truly supported?

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