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  • HTML5 Form Validation

    - by Stephen.Walther
    The latest versions of Google Chrome (16+), Mozilla Firefox (8+), and Internet Explorer (10+) all support HTML5 client-side validation. It is time to take HTML5 validation seriously. The purpose of the blog post is to describe how you can take advantage of HTML5 client-side validation regardless of the type of application that you are building. You learn how to use the HTML5 validation attributes, how to perform custom validation using the JavaScript validation constraint API, and how to simulate HTML5 validation on older browsers by taking advantage of a jQuery plugin. Finally, we discuss the security issues related to using client-side validation. Using Client-Side Validation Attributes The HTML5 specification discusses several attributes which you can use with INPUT elements to perform client-side validation including the required, pattern, min, max, step, and maxlength attributes. For example, you use the required attribute to require a user to enter a value for an INPUT element. The following form demonstrates how you can make the firstName and lastName form fields required: <!DOCTYPE html> <html > <head> <title>Required Demo</title> </head> <body> <form> <label> First Name: <input required title="First Name is Required!" /> </label> <label> Last Name: <input required title="Last Name is Required!" /> </label> <button>Register</button> </form> </body> </html> If you attempt to submit this form without entering a value for firstName or lastName then you get the validation error message: Notice that the value of the title attribute is used to display the validation error message “First Name is Required!”. The title attribute does not work this way with the current version of Firefox. If you want to display a custom validation error message with Firefox then you need to include an x-moz-errormessage attribute like this: <input required title="First Name is Required!" x-moz-errormessage="First Name is Required!" /> The pattern attribute enables you to validate the value of an INPUT element against a regular expression. For example, the following form includes a social security number field which includes a pattern attribute: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Pattern</title> </head> <body> <form> <label> Social Security Number: <input required pattern="^\d{3}-\d{2}-\d{4}$" title="###-##-####" /> </label> <button>Register</button> </form> </body> </html> The regular expression in the form above requires the social security number to match the pattern ###-##-####: Notice that the input field includes both a pattern and a required validation attribute. If you don’t enter a value then the regular expression is never triggered. You need to include the required attribute to force a user to enter a value and cause the value to be validated against the regular expression. Custom Validation You can take advantage of the HTML5 constraint validation API to perform custom validation. You can perform any custom validation that you need. The only requirement is that you write a JavaScript function. For example, when booking a hotel room, you might want to validate that the Arrival Date is in the future instead of the past: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Constraint Validation API</title> </head> <body> <form> <label> Arrival Date: <input id="arrivalDate" type="date" required /> </label> <button>Submit Reservation</button> </form> <script type="text/javascript"> var arrivalDate = document.getElementById("arrivalDate"); arrivalDate.addEventListener("input", function() { var value = new Date(arrivalDate.value); if (value < new Date()) { arrivalDate.setCustomValidity("Arrival date must be after now!"); } else { arrivalDate.setCustomValidity(""); } }); </script> </body> </html> The form above contains an input field named arrivalDate. Entering a value into the arrivalDate field triggers the input event. The JavaScript code adds an event listener for the input event and checks whether the date entered is greater than the current date. If validation fails then the validation error message “Arrival date must be after now!” is assigned to the arrivalDate input field by calling the setCustomValidity() method of the validation constraint API. Otherwise, the validation error message is cleared by calling setCustomValidity() with an empty string. HTML5 Validation and Older Browsers But what about older browsers? For example, what about Apple Safari and versions of Microsoft Internet Explorer older than Internet Explorer 10? What the world really needs is a jQuery plugin which provides backwards compatibility for the HTML5 validation attributes. If a browser supports the HTML5 validation attributes then the plugin would do nothing. Otherwise, the plugin would add support for the attributes. Unfortunately, as far as I know, this plugin does not exist. I have not been able to find any plugin which supports both the required and pattern attributes for older browsers, but does not get in the way of these attributes in the case of newer browsers. There are several jQuery plugins which provide partial support for the HTML5 validation attributes including: · jQuery Validation — http://docs.jquery.com/Plugins/Validation · html5Form — http://www.matiasmancini.com.ar/jquery-plugin-ajax-form-validation-html5.html · h5Validate — http://ericleads.com/h5validate/ The jQuery Validation plugin – the most popular JavaScript validation library – supports the HTML5 required attribute, but it does not support the HTML5 pattern attribute. Likewise, the html5Form plugin does not support the pattern attribute. The h5Validate plugin provides the best support for the HTML5 validation attributes. The following page illustrates how this plugin supports both the required and pattern attributes: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>h5Validate</title> <style type="text/css"> .validationError { border: solid 2px red; } .validationValid { border: solid 2px green; } </style> </head> <body> <form id="customerForm"> <label> First Name: <input id="firstName" required /> </label> <label> Social Security Number: <input id="ssn" required pattern="^\d{3}-\d{2}-\d{4}$" title="Expected pattern is ###-##-####" /> </label> <input type="submit" /> </form> <script type="text/javascript" src="Scripts/jquery-1.4.4.min.js"></script> <script type="text/javascript" src="Scripts/jquery.h5validate.js"></script> <script type="text/javascript"> // Enable h5Validate plugin $("#customerForm").h5Validate({ errorClass: "validationError", validClass: "validationValid" }); // Prevent form submission when errors $("#customerForm").submit(function (evt) { if ($("#customerForm").h5Validate("allValid") === false) { evt.preventDefault(); } }); </script> </body> </html> When an input field fails validation, the validationError CSS class is applied to the field and the field appears with a red border. When an input field passes validation, the validationValid CSS class is applied to the field and the field appears with a green border. From the perspective of HTML5 validation, the h5Validate plugin is the best of the plugins. It adds support for the required and pattern attributes to browsers which do not natively support these attributes such as IE9. However, this plugin does not include everything in my wish list for a perfect HTML5 validation plugin. Here’s my wish list for the perfect back compat HTML5 validation plugin: 1. The plugin would disable itself when used with a browser which natively supports HTML5 validation attributes. The plugin should not be too greedy – it should not handle validation when a browser could do the work itself. 2. The plugin should simulate the same user interface for displaying validation error messages as the user interface displayed by browsers which natively support HTML5 validation. Chrome, Firefox, and Internet Explorer all display validation errors in a popup. The perfect plugin would also display a popup. 3. Finally, the plugin would add support for the setCustomValidity() method and the other methods of the HTML5 validation constraint API. That way, you could implement custom validation in a standards compatible way and you would know that it worked across all browsers both old and new. Security It would be irresponsible of me to end this blog post without mentioning the issue of security. It is important to remember that any client-side validation — including HTML5 validation — can be bypassed. You should use client-side validation with the intention to create a better user experience. Client validation is great for providing a user with immediate feedback when the user is in the process of completing a form. However, client-side validation cannot prevent an evil hacker from submitting unexpected form data to your web server. You should always enforce your validation rules on the server. The only way to ensure that a required field has a value is to verify that the required field has a value on the server. The HTML5 required attribute does not guarantee anything. Summary The goal of this blog post was to describe the support for validation contained in the HTML5 standard. You learned how to use both the required and the pattern attributes in an HTML5 form. We also discussed how you can implement custom validation by taking advantage of the setCustomValidity() method. Finally, I discussed the available jQuery plugins for adding support for the HTM5 validation attributes to older browsers. Unfortunately, I am unaware of any jQuery plugin which provides a perfect solution to the problem of backwards compatibility.

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  • HTML5 Input type=date Formatting Issues

    - by Rick Strahl
    One of the nice features in HTML5 is the abililty to specify a specific input type for HTML text input boxes. There a host of very useful input types available including email, number, date, datetime, month, number, range, search, tel, time, url and week. For a more complete list you can check out the MDN reference. Date input types also support automatic validation which can be useful in some scenarios but maybe can get in the way at other times. One of the more common input types, and one that can most benefit of a custom UI for selection is of course date input. Almost every application could use a decent date representation and HTML5's date input type seems to push into the right direction. It'd be nice if you could just say:<form action="DateTest.html"> <label for="FromDate">Enter a Date:</label> <input type="date" id="FromDate" name="FromDate" value="11/08/2012" class="date" /> <hr /> <input type="submit" id="btnSubmit" name="btnSubmit" value="Save Date" class="smallbutton" /> </form> but if you'd expect to just work, you're likely to be pretty disappointed. Problem #1: Browser Support For starters there's browser support. Out of the major browsers only the latest versions of WebKit and Opera based browsers seem to support date input. Neither FireFox, nor any version of Internet Explorer (including the new touch enabled IE10 in Windows RT) support input type=date. Browser support is an issue, but it would be OK if it wasn't for problem #2. Problem #2: Date Formatting If you look at my date input from before:<input type="date" id="FromDate" name="FromDate" value="11/08/2012" class="date" /> You can see that my date is formatted in local date format (ie. en-us). Now when I run this sadly the form that comes up in Chrome (and also iOS mobile browsers) comes up like this: Chrome isn't recognizing my local date string. Instead it's expecting my date format to be provided in ISO 8601 format which is: 2012-11-08 So if I change the date input field to:<input type="date" id="FromDate" name="FromDate" value="2012-10-08" class="date" /> I correctly get the date field filled in: Also when I pick a date with the DatePicker the date value is also returned is also set to the ISO date format. Yet notice how the date is still formatted to the local date time format (ie. en-US format). So if I pick a new date: and then save, the value field is set back to: 2012-11-15 using the ISO format. The same is true for Opera and iOS browsers and I suspect any other WebKit style browser and their date pickers. So to summarize input type=date: Expects ISO 8601 format dates to display intial values Sets selected date values to ISO 8601 Now what? This would sort of make sense, if all browsers supported input type=date. It'd be easy because you could just format dates appropriately when you set the date value into the control by applying the appropriate culture formatting (ie. .ToString("yyyy-MM-dd") ). .NET is actually smart enough to pick up the date on the other end for modelbinding when ISO 8601 is used. For other environments this might be a bit more tricky. input type=date is clearly the way to go forward. Date controls implemented in HTML are going the way of the dodo, given the intricacies of mobile platforms and scaling for both desktop and mobile. I've been using jQuery UI Datepicker for ages but once going to mobile, that's no longer an option as the control doesn't scale down well for mobile apps (at least not without major re-styling). It also makes a lot of sense for the browser to provide this functionality - creating a consistent date input experience across apps only makes sense, which is why I find it baffling that neither FireFox nor IE 10 deign it necessary to support date input natively. The problem is that a large number of even the latest and greatest browsers don't support this. So now you're stuck with not knowing what date format you have to serve since neither the local format, nor the ISO format works in all cases. For my current app I just broke down and used the ISO format and so I'll live with the non-local date format. <input type="date" id="ToDate" name="ToDate" value="2012-11-08" class="date"/> Here's what this looks like on Chrome: Here's what it looks like on my iPhone: Both Chrome and the phone do this the way it should be. For the phone especially this demonstrates why we'd want this - the built-in date picker there certainly beats manually trying to edit the date using finger gymnastics, and it's one of the easiest ways to pick a date I can think of (ie. easier to use than your typical date picker). Finally here's what the date looks like in FireFox: Certainly this is not the ideal date format, but it's clear enough I suppose. If users enter a date in local US format and that works as well (but won't work for other locales). It'll have to do. Over time one can only hope that other browsers will finally decide to implement this functionality natively to provide a unique experience. Until then, incomplete solutions it is. Related Posts Html 5 Input Types - How useful is this really going to be?© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML5  HTML   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Adding interactive graphical elements to text-based browser game with HTML5

    - by st9
    I'm re-writing an old virtual world/browser based game. It is text and HTML form based with some static graphics. The client is HTML and JS. I want to introduce some interactive graphical elements to certain parts of the game, for example a 'customise character' page, with hooks to server side and local data storage. I want to use HTML5/JS, what is the best approach to designing the web-site? For example could I use Boilerplate and then embed these interactive elements in the page? Thanks

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  • HTML5 Canvas Game Timer

    - by zghyh
    How to create good timer for HTML5 Canvas games? I am using RequestAnimationFrame( http://paulirish.com/2011/requestanimationframe-for-smart-animating/ ) But object's move too fast. Something like my code is: http://pastebin.com/bSHCTMmq But if I press UP_ARROW player don't move one pixel, but move 5, 8, or 10 or more or less pixels. How to do if I press UP_ARROW player move 1 pixel? Thanks for help.

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  • Making a startscreen for an HTML5 game?

    - by hustlerinc
    How would I make a start screen for a game using HTML5 canvas? I'm not looking for something advanced, just the new game button and highscore link etc. The question might be stupid, but I've never done anything similar, and the tutorials out there don't cover the subject. Is it enough to just make a fillText with an onclick function? Is there a way to find out the size of the text? Help appreciated.

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Help decide HTML5 library or framework

    - by aoi
    I need a library or framework for small html5 contents and animation centric softwares. My priority isn't things like physics or network. I need fast rendering speed, support for touch event and most of all maximum compatibility across various platforms, including ios and android. I am pondering upon sprite js, crafty js, and kinetic js. But i can't really test the platform compatibilities, so can someone please tell me which one covers the maximum number of platforms, and if there are any better free alternatives?

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  • Which tool can tidy/indent HTML5?

    - by user2534
    I've already spent about 2 hours searching google and trying various tools but either they don't do indent tags per say or they aren't HTML5 compatible such as the famous HTML tidy which was last updated 3 years ago… N.B. I don't want to apply this to the source of a page (like PHP or JS would do) but to the code in the editor so that a clear hierarchy appears between tags. Ideally I'd like a Mac OS X tool but I'll take any online tool and in last resot a Wine compatible one. P.S. at the moment I use Coda from Panic

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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  • game inventory/bag system javascript html5 game

    - by Tom Burman
    im building an RPG game using html5's canvas and javascript. Its tile based and im using an array to created my game map. I would like the player to have a bag/inventory so when they select or land on a tile that has an item on it, they can click on it and store it in their bag/inventory. I was thinking of using a 2d array to store the value of the item tile, a bit like my map is doing, so when the player lands on, lets say a rope tile which is tileID 4, the value 4 is pushed into the next array position available, then reloop through the array and reprint it to the screen. For an example of what im trying to achieve visually, would be like runescapes inventory, but dumbed down a bit. I appreciate any views and answers. Im not great at javascript coding so please be patient Thanks Tom

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  • HTML5 mobile game development vs. native game apps

    - by Vic Szpilman
    What is the current state of game engines, frameworks, libraries and conversions related to the HTML5 set of technologies (including CSS3 and JavaScript libraries such as RaphaelJS, Impact, gameQuery); and how does the best of that compare with developing a native app (especially for iOS and Android)? Especially in terms of performance, visuals and getting that "native feel". Thoughts on solutions such as Appcelerator and Corona SDK are also appreciated. In regards to Unity3D, is it possible to develop in it and still have the game be playable on a browser (such as current releases of Chrome or Firefox, at least) without any dependencies or having the user install anything (no unity web player). What I'm looking for is how to develop in web standards as to reach the maximum number of platforms (including outside mobile) while still retaining a native experience for mobile without having to implement the game anew for iOS and Android.

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  • Anti-cheat Javascript for browser/HTML5 game

    - by Billy Ninja
    I'm planning on venturing on making a single player action rpg in js/html5, and I'd like to prevent cheating. I don't need 100% protection, since it's not going to be a multiplayer game, but I want some level of protection. So what strategies you suggest beyond minify and obfuscation? I wouldn't bother to make some server side simple checking, but I don't want to go the Diablo 3 path keeping all my game state changes on the server side. Since it's going to be a rpg of sorts I came up with the idea of making a stats inspector that checks abrupt changes in their values, but I'm not sure how it consistent and trusty it can be. What about variables and functions escopes? Working on smaller escopes whenever possible is safer, but it's worth the effort? Is there anyway for the javascript to self inspect it's text, like in a checksum? There are browser specific solutions? I wouldn't bother to restrain it for Chrome only in the early builds.

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  • HTML5 article tag application for the iPad/iPhone

    - by dspencer
    I've used article tags on websites. My understanding and practice is to use the article tag for publication content. I always use HTML/HTML5 tags as their intended purposes and not at will. Recently, I've seen an HTML template that uses the article tag for the non-publication page content such as the content of an About Us page or any other generic page. I asked the why it was used this way and the (vague) explanation was that it had to do with the way the iPad read the tag. Is this true?

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  • Career growth in Adobe Flex or HTML5? [closed]

    - by Raj
    I have been working as a java/j2ee developer in a mnc from past 2 years. I have worked on javascript,jsp,struts,html,css on the 1st project. Now I am working on javascript/xsl/Adobe Flex in current project for 6 months. I am getting calls for java/flex developer from jobsites. Recently got a call for a Javascript/HTML5 developer. Is it a good option compared to Adobe Flex in current project? Please guide me among these technologies which will take my career in right direction and good growth which keeps in demand.

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  • HTML5-Canvas: worth using ImpactJS or other framework?

    - by John
    I've been making an HTML5 game without any type of external framework. I haven't found a reason to use one so far. However, there is one thing I'm wondering about. On my Galaxy Nexus, I get about ~40fps. While that would usually be a decent framerate, my game is a rather fast paced game with a gamepad. Because of this, it feels very unsatisfying to play when not capped at 60fps. Are there frameworks out there that can improve performance without toning down on graphics? Or is there something I could do myself without necessarily having to use a framework? I've looked over the basic things such as sticking to integer coordinates, but I didn't see an increase in performance whatsoever? I did some testing with jsperf and results were virtually identical. Does this depend more on the browser?

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  • Manually updating HTML5 local storage?

    - by hustlerinc
    I'm just starting out HTML5 game developement (and game dev in general) and watching all the videos and tutorials available something has crossed my mind. Everyone keep saying I should set the cookie's (or cached files) to be expired after a certain amount of time. So that when it reaches that time the browser automatically downloads all assets again, even if it's the same asset's. Wouldn't it be possible to manually define the version of the game? For example the user has downloaded all the files for 1.01 of the game, when updating I change a simple variable to 1.02. When the user logs in it would compare his version to the current and if they are not equal only then it downloads the files? This could even be improved to download only specific files depending on what needs to be updated? Would this be possible or am I just dreaming? What are the possible downsides of this approach?

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  • Dealing with multiple animation state in one sprite sheet image using html5 canvas

    - by Sora
    I am recently creating a Game using html5 canvas .The player have multiple state it can walk jump kick and push and multiple other states my question is simple but after some deep research i couldn't find the best way to deal with those multiple states this is my jsfiddle : http://jsfiddle.net/Z7a5h/5/ i managed to do one animation but i started my code in a messy way ,can anyone show me a way to deal with multiple state animation for one sprite image or just give a useful link to follow and understand the concept of it please .I appreciate your help if (!this.IsWaiting) { this.IsWaiting = true; this.lastRenderTime = now; this.Pos = 1 + (this.Pos + 1) % 3; } else { if (now - this.lastRenderTime >= this.RenderRate) this.IsWaiting = false; }

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  • Box2dWeb positioning relative to HTML5 Canvas

    - by Joe
    I'm new with HTML5 canvas and Box2DWeb and I'm trying to make an Asteroids game. So far I think I'm doing okay, but one thing I'm struggling to comprehend is how positioning works in relation to the canvas. I understand that Box2DWeb is only made to deal with physical simulation, but I don't know how to deal with positioning on the canvas. The canvas is 100% viewport and thus can vary size. I want to fill the screen with some asteroids, but if I hardcore certain values such as bodyDef.position.x = Math.random() * 50; the asteroid may appear off canvas for someone with a smaller screen? Can anybody help me understand how I can deal with relative positioning on the canvas?

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  • Adding multiplayer to an HTML5 game

    - by espais
    I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, and also with the Net library for SDL. What are some of my best options for doing this in a canvas-based environment? At present, all I can come up with are either AJAX/database solutions (with a high refresh rate), or somehow implementing a PHP server that would funnel the data through sockets. The overall gameplay would be a 2.5D platformer-ish type of game, so both clients would need to be continually updated with player positions, enemy positions, projectiles, environmental data, etc.

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • HTML5 article tag application for the iPad

    - by dspencer
    I've used article tags on websites. My understanding and practice is to use the article tag for publication content. I always use HTML/HTML5 tags as their intended purposes and not at will. Recently, I've seen an HTML template that uses the article tag for the non-publication page content such as the content of an About Us page or any other generic page. I asked the why it was used this way and the (vague) explanation was that it had to do with the way the iPad read the tag. Is this true?

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  • HTML5 / Native / C# & Mono [closed]

    - by iainjames88
    My apologies for the subjective nature of this question but I'm unsure as to which path to follow. I would like to do a bit of indie game development for the iPhone (nothing serious, just something I've wanted to pursue). At my university we aren't taught Java or Objective-C but C#/.NET and HTML5/JavaScript. Is it worth taking what I already know and try to accomplish my goal using, for example, C# and Mono or should I invest the time and learn Objective-C? I don't have a problem learning something new alongside my course (I love learning new stuff) and time isn't a factor. I'm slightly in favor of learning Objective-C for as it would be another string to my bow in the workplace, but it would be nice to stay with C# because it is what I'm used to.

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  • HTML5, PHP, JAVA or asp?

    - by user67418
    I am building a new website for a friend of mine. Its all plain html, and a server side include. The problem is to build static pages for 500 products would not be fun to create, or maintain. So i am forced to at least put dynamic information on these pages based off a spreadsheet, or dynamic pages all together. What i want to do is have a spreadsheet that can be used to keep track of in stock quantity, sku numbers, ecc.. that way i dont have to update hundreds of pages every night. He can just edit the spreadsheet and the pages will automatically adjust. I am a busy man, and i am not asking anyone to just give me the answer. But to save some time what is more worth learning to get this done fastest. HTML5, PHP, JAVA asp, or is there somehthing else better suited?

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  • HTML5 Development for Dummies

    - by Geertjan
    What's HTML5 all about and what does it actually mean, concretely, to develop HTML5 applications? NetBeans IDE 7.3 provides something called "Project Easel", which is a bundling of HTML5-related tools into a coherent toolset. Within a matter of hours, you'll know everything you need to know about what all this is about if you follow the steps below.  Get A Solid Overview. Start by viewing this screencast from JavaOne 2012 (click the media link on the right side once you've clicked the link below, a downloadable MP4 file is also available there):https://oracleus.activeevents.com/connect/sessionDetail.ww?SESSION_ID=4038That is an awesome way to get you in the right mindframe for what HTML5 is and how it fits into the programming world, together with a very cool and entertaining demo, presented by JB Brock. He starts with about three slides and then does a super awesome demo that puts you into the picture very quickly. Understand How HTML5 Relates To Java EE. Now here's a very cool follow up to the above, again demo-driven (click the media links on the right side once you've clicked the link below):https://oracleus.activeevents.com/connect/sessionDetail.ww?SESSION_ID=4737David Konecny takes the Affable Bean project created via the NetBeans E-commerce Tutorial and creates an HTML5 front end for it! I.e., you are shown how HTML5 can provide a different front end, as an alternative to JSF. Why would you do that? Well, that's explained in David's session, as well as in JB Brock's session, i.e., choose the right technology for the right situation. Sometimes HTML5 might make sense, other times JSF might make sense. Follow The NetBeans Screencasts. To revise and firm up everything you've learned from the above two JavaOne sessions, watch two screencasts by Ken Ganfield, part 1, Getting Started with HTML5 and part 2, Working with JavaScript in HTML5 Applications. In particular, you'll learn how NetBeans IDE provides tools to thoroughly cover the needs of HTML5 developers. Having taken the above three steps, you now have a thorough background, together with an understanding of the tools and procedures needed for creating your own HTML5 applications.

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  • HTML5 offline video caching in mobile safari

    - by jj
    Sorry if this gets posted twice, but Safari crashed while posting the first version, and I don't see it in my profile. Anyway I can't seem to get Safari on the iPhone or iPad to offline cache videos. Everything else gets cached just fine when I go offline. The video file is obviously in the manifest, but I just get the broken arrow. Works fine in Safari desktop. Any clues? I've tried both object embed and the video tags.

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