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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • Una de codecs, HTML5 y navegadores

    - by Eugenio Estrada
    Quien haya estado un pelín atento a las noticias tecnológicas, sabrá que esta semana Google en su conferencia Google IO ha publicado su códec de vídeo VP8 para entrar en la guerra de los codecs en los navegadores. Este códec lo ha liberado en el formato WebM que incluye el códec Ogg para el audio, todo envuelto en un contenedor Matroska (MKV para los amigos). Lo interesante es que parece que lo han optimizado para un uso mejor en Web tanto para escritorio, móvil y ahora televisión (con Google TV...(read more)

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  • IE9 HTML5 Video Will Be H264 Only

    <b>OSNews:</b> "Other codecs often come up in these discussions. The distinction between the availability of source code and the ownership of the intellectual property in that available source code is critical."

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  • Python or HTML5/JS for game development on 2014 [on hold]

    - by AlexKvazos
    So I've decided to give game development a go. I have experience on php/html/css/sql/js(jquery) so learning a new language shouldn't be as hard. I was reading that python and javascript are both nice for simple 2d non-intensive games. I found that python has this library/engine called PyGame but I realized that it was last updated 4 years ago. People still use this? And for javascript, I found libraries like 'pixi.js', 'melon.js' and 'cocos2d'. My goal is to make 2D games that would require the same performance as terraria, realm of the mad god, castle crashers.. and all those types of games. Taking into consideration, that I do want an updated library, what language of this two would be best to choose and what library to grab for it? Thanks in advance, sorry if question is broad. Let me know and I can edit to add more.

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  • Is Apple doing a favor to HTML5?

    As everyone know, with the latest release of the iPhone OS, Apple made all applications not developed natively with the Apple stack (XCode, Objective-C) illegal. This change created a big turmoil in all developer communities because that means that no translators/converters/adapters can be used to develop native iPhone app. While probably this had the goal to ban only the new iPhone Packager included in Adobe CS5 (which would have allowed Flash developer to develop a Flash application and automatically...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Automatic Edit Photoshop Canvas Dimensions in Bulk

    - by Josiah
    On a website that I maintain I am required to edit hundreds of images to have a certain canvas size. The images come in all different shapes and sizes. I am trying to figure out a way to automatically edit them so that I dont have to write ineffective AHK scripts to do it. Is there a feature inside of Photoshop (cs3) to do this? I am more than willing to try different software. Thanks guys!

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  • HTML5 apps

    Right now nobody’s interested in a mobile solution that does not contain the words “iPhone” and “app” and that is not submitted to a closed environment where it competes with approximately 2,437 similar mobile solutions.Compared to the current crop of mobile clients and developers, lemmings marching off a cliff follow a solid, sensible strategy. Startling them out of this obsession requires nothing short of a new buzzword.Therefore I’d like to re-brand standards-based mobile websites and applications,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • NetAdvantage - jQuery, ASP .NET MVC and HTML5 UI Components released for Web Developers

    Built for speed and portability across operating systems, iPad/tablets, desktops and multi-browser support. Includes controls for ASP .NET MVC and uses the latest technologies like HTML 5 & CSS 3. This preview includes a sampling of powerful UI controls: grid, date picker, rating, editors, even a video player! All work with the popular WebKit engine that underpins many modern desktop browsers without requiring plug-ins or extensions. The grid embraces the latest Web techniques and frameworks like jQuery Client Templates and DOM virtualization. Download these essentials for jQuery and ASP .NET MVC from us today. span.fullpost {display:none;}

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  • COCOS2D-html5 MoveBy doesn't work

    - by ufo
    I'd like to run an action on a sprite using the MoveBy action. After lots of attempts, I can't achieve the goal... I have issues with the MoveBy in 2 different projects, so maybe I'm missing something in the setup... But I can't figure what! The instruction is like this: this.platform1Sprite.runAction(cc.MoveBy.create(1, cc.p(200, 0))); I don't get any error, simply it doesn't work. Thank you in advance.

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  • With the advent of HTML 5, is there a point in using COMET anymore?

    - by h2g2java
    I am very tempted to use long wait http or periodic polling by the client to set up pseudo-sockets on the browser side, for an application that would be used publicly. But then on the 2nd thought, I am thinking HTML 5 is here. But on the 3rd thought, what is the percentage of browsers out there that remain non-HTML5 within 12 months, 24 months, 36 months? If there are at least 20% of browsers still incapable of HTML5, then I cannot depend on HTML5 because 20% of users not being able to access an application is a significant amount. What do you think, how would your advice be (to me and to developers in general)? Q1. Is there any point in rigging in COMET into an application anymore? I am thinking of gwt comet - http://code.google.com/p/gwt-comet/. Q2. Should we release a new public application within the next 2 months that is dependent on HTML5 sockets and tell non-HTML5 browser users "sorry, your browser version cannot access this application"? Or should we architect the apps to use communication like GWT RPC? Q3. I am also very distrustful of long wait http request. I have never used it before but I have a horrible feeling about it. I have been using 10 to 20 second client-side polling. Is long wait http request risky (risk of hanging a browser session)? Does long wait request present any additional security risk?

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  • Custom Dreamweaver DocTypes

    - by Hugh Guiney
    Dreamweaver CS5 with Dreamweaver HTML5 Pack 1.2.7 Windows 7 x64 When I go to create a new document and select the HTML5 DocType, Dreamweaver gives me the legacy encoding/character set declaration: <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> I want to replace it with the new, abbreviated style: <meta charset="utf-8"> The relevant file seems to be %ProgramFiles(x86)%\Adobe\Adobe Dreamweaver CS5\configuration\DocumentTypes\NewDocuments\Default.html, which has a blank charset, that is then apparently replaced with the appropriate character set dynamically: <meta http-equiv="Content-Type" content="text/html; charset="> I changed it, but then new documents show up like this: <meta charset=""> <title>Untitled Document</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> It seems Dreamweaver added the legacy declaration back in after my modification—and as far as I can tell, there's no way to specify that the charset definition should go in-between the quotes, either. Additionally, any modifications to Default.html apply to every DocType, whereas I only want this change to apply to the HTML5 DocType. Is there anything in the configuration files that would allow me to make any of these customizations? If not, is there an extension that does it?

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  • Android: SurfaceView and Z-Level Question

    - by JimBadger
    I have a FrameLayout containint first a SurfaceView, and second a RelativeLayout which in turn contians various Buttons and TextViews. Upon the canvas of the SurfaceView I am drawing numerous Bitmaps, and, via Touch and Motion Events am allowing the user to drag them around. These Bitmaps, when dragged around pass underneath the Buttons etc that are inside the RelativeLayout. Now, it's my (possibly mistaken) understanding that the "Z-level" of the SurfaceView, or whatever it has that passes for it, is entirely unrelated to the actual Z-level of the rest of the Layout. Is this the case? If so, how may I get around it, so that dragged Bitmaps are drawn ontop of other Views? Or what other way can I implement a full-screen canvas and yet not have my buttons etc act like the controls of an overlay. I guess what I actually need is an underlay, where touch events can still be picked up by the Buttons etc underneath. But I don't know how to achieve this, as, when redrawing my Canvas, I have to also redraw the background. Can I swap the order of the RelativeLayout and the SurfaceView inside the FrameLayout, and then make the background of the Canvas transparent? If so how? Will touch events still "fall through" to the buttons underneath? Thanks for bearing with me, I know I'm a bit of a waffler.

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  • vector drawing canvas in GWT

    - by Limbic System
    Are there are decent implementations of a vector graphics canvas in GWT? I would like to be draw arbitrary shapes and have them react to user input (mouse in/out/click/etc). There are wrappers for the HTML canvas, but that feature is not supported in older browsers (read: IE).

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  • Navigate from facebook tab to canvas page

    - by Pierre Olivier Martel
    My facebook application has a tab the user can install. On this tab, there is links that are suppose to link to application canvas (ex.: apps.facebook.com/my-app). It seems that when I'm on my user profile tab and click on a link, Facebook loads the page inside the tab. How do I force it to navigate out of the tab and into the canvas page?

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  • WPF problem modify style of images in multiple Button Templates

    - by user556415
    I'm trying to create a control panel for a video camera, the panel has buttons for up, down, left and right etc. Each camera function up, down, left and right is represented by three images (see code below) for the left side, middle and right side. The control panel is circular so the corner images kind of overlap (its complicated to explain this without a visual). When I click on up for example I have to hide the initial three images (leftside, middle and right side) and display another three images for left , middle and right that indicate that the button is pressed. I am achieving this by having a grid inside a button template. The problem I have is that for the corner images for the control there are really four images that represent this. For example for the top left corner the four images would be represent 1. Top not clicked. 2. Top Clicked and 3. Left Not clicked and 4. Left Clicked. My problem is if I need to make the images contained within the Top button have precedence when the top control is clicked or the images in the left button have precedence when the left button is clicked. So it's like I want to modify the left button's image visible property when the top button is clicked and vise versa. This is really difficult to explain so I apologize if it makes little sense but I can email the source code on request if anyone is interested in my predicament. <Grid> <Canvas> <!--<StackPanel>--> <Button Name="TopSide" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" Height="34" Width="102" Canvas.Left="97" Canvas.Top="60" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" > <Button.Template> <ControlTemplate TargetType="{x:Type Button}"> <Grid Width="100"> <Canvas> <Image Name="TopRightNormal" Source="Resources/topright_off.jpg" Height="34" Width="34" Canvas.Left="66"></Image> <Image Name="TopRightDown" Source="Resources/topright_down.jpg" Height="34" Width="34" Canvas.Left="66" Visibility="Hidden" ></Image> <Image Name="TopNormal" Source="Resources/topcenter_off.jpg" Height="34" Width="34" Canvas.Left="34" /> <Image Name="TopPressed" Source="Resources/topcenter_down.jpg" Height="34" Width="34" Canvas.Left="34" Visibility="Hidden" /> <Image Name="TopDisabled" Source="Resources/topcenter_off.jpg" Height="34" Width="34" Canvas.Left="34" Visibility="Hidden" /> <Image Name="TopLeftNormal" Source="Resources/topleft_off.jpg" Height="34" Width="34" Canvas.Left="2" ></Image> <Image Name="TopLeftDown" Opacity="0" Source="Resources/topleft_down.jpg" Height="34" Width="34" Canvas.Left="2" Visibility="Hidden" ></Image> </Canvas> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsPressed" Value="True"> <Setter TargetName="TopNormal" Property="Visibility" Value="Hidden" /> <Setter TargetName="TopPressed" Property="Visibility" Value="Visible" /> <Setter TargetName="TopRightNormal" Property="Visibility" Value="Hidden" /> <Setter TargetName="TopRightDown" Property="Visibility" Value="Visible" /> <Setter TargetName="TopLeftNormal" Property="Visibility" Value="Hidden" /> <Setter TargetName="TopLeftDown" Property="Visibility" Value="Visible" /> <Setter TargetName="TopLeftDown" Property="Opacity" Value="100" /> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter TargetName="TopNormal" Property="Visibility" Value="Hidden" /> <Setter TargetName="TopDisabled" Property="Visibility" Value="Visible" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Button.Template> </Button> <!--</StackPanel>--> <!--<StackPanel>--> <Button Name="LeftSide" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" Canvas.Left="100" Canvas.Top="60" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" MouseDown="Button_MouseDown_1"> <Button.Template> <ControlTemplate TargetType="{x:Type Button}"> <Grid Width="34" Height="100"> <Canvas> <Image Name="TopLeftNormal" Source="Resources/topleft_off.jpg" Height="34" Width="34" Canvas.Left="0"></Image> <Image Name="TopLeftDown" Opacity="0" Source="Resources/topleft_leftdown.jpg" Height="34" Width="34" Canvas.Left="0" Visibility="Hidden" ></Image> <Image Name="Normal" Source="Resources/leftcenter_off.jpg" Height="34" Width="34" Canvas.Top="32" Canvas.Left="0"/> <Image Name="Pressed" Source="Resources/leftcenter_down.jpg" Visibility="Hidden" Canvas.Top="32" Height="34" Width="34" /> <Image Name="Disabled" Source="Resources/leftcenter_off.jpg" Visibility="Hidden" Height="34" Width="34" Canvas.Top="32" /> </Canvas> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsPressed" Value="True"> <Setter TargetName="Normal" Property="Visibility" Value="Hidden" /> <Setter TargetName="Pressed" Property="Visibility" Value="Visible" /> <Setter TargetName="TopLeftNormal" Property="Visibility" Value="Hidden" /> <Setter TargetName="TopLeftNormal" Property="Opacity" Value="0" /> <Setter TargetName="TopLeftDown" Property="Visibility" Value="Visible" /> <Setter TargetName="TopLeftDown" Property="Opacity" Value="100" /> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter TargetName="Normal" Property="Visibility" Value="Hidden" /> <Setter TargetName="Disabled" Property="Visibility" Value="Visible" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Button.Template> </Button> <!--</StackPanel>--> <!--<StackPanel>--> <Button xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" Height="34" Width="34" Canvas.Left="165" Canvas.Top="92" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" MouseDown="Button_MouseDown_2" > <Button.Template> <ControlTemplate TargetType="{x:Type Button}"> <Grid> <Image Name="Normal" Source="Resources/rightcenter_off.jpg" /> <Image Name="Pressed" Source="Resources/rightcenter_down.jpg" Visibility="Hidden" /> <Image Name="Disabled" Source="Resources/rightcenter_off.jpg" Visibility="Hidden" /> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsPressed" Value="True"> <Setter TargetName="Normal" Property="Visibility" Value="Hidden" /> <Setter TargetName="Pressed" Property="Visibility" Value="Visible" /> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter TargetName="Normal" Property="Visibility" Value="Hidden" /> <Setter TargetName="Disabled" Property="Visibility" Value="Visible" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Button.Template> </Button> <!--</StackPanel>--> <!--<StackPanel>--> <Button xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" Height="34" Width="34" Canvas.Left="133" Canvas.Top="124" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" > <Button.Template> <ControlTemplate TargetType="{x:Type Button}"> <Grid> <Image Name="BottomNormal" Source="Resources/bottomcenter_off.jpg" /> <Image Name="BottomPressed" Source="Resources/bottomcenter_down.jpg" Visibility="Hidden" /> <Image Name="BottomDisabled" Source="Resources/bottomcenter_off.jpg" Visibility="Hidden" /> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsPressed" Value="True"> <Setter TargetName="BottomNormal" Property="Visibility" Value="Hidden" /> <Setter TargetName="BottomPressed" Property="Visibility" Value="Visible" /> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter TargetName="BottomNormal" Property="Visibility" Value="Hidden" /> <Setter TargetName="BottomDisabled" Property="Visibility" Value="Visible" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Button.Template> </Button> <!--</StackPanel>--> <Image Source="Resources/bottomright_off.jpg" Height="34" Width="34" Canvas.Left="165" Canvas.Top="124"></Image> <Image Source="Resources/bottomleft_off.jpg" Height="34" Width="34" Canvas.Left="100" Canvas.Top="124"></Image> <!--<ToggleButton Style="{StaticResource MyToggleButtonStyle}" Height="34" Width="34" Margin="150,100"/>--> </Canvas> </Grid>

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  • Pluralsight Meet the Author Podcast on Structuring JavaScript Code

    - by dwahlin
    I had the opportunity to talk with Fritz Onion from Pluralsight about one of my recent courses titled Structuring JavaScript Code for one of their Meet the Author podcasts. We talked about why JavaScript patterns are important for building more re-useable and maintainable apps, pros and cons of different patterns, and how to go about picking a pattern as a project is started. The course provides a solid walk-through of converting what I call “Function Spaghetti Code” into more modular code that’s easier to maintain, more re-useable, and less susceptible to naming conflicts. Patterns covered in the course include the Prototype Pattern, Revealing Module Pattern, and Revealing Prototype Pattern along with several other tips and techniques that can be used. Meet the Author:  Dan Wahlin on Structuring JavaScript Code   The transcript from the podcast is shown below: [Fritz]  Hello, this is Fritz Onion with another Pluralsight author interview. Today we’re talking with Dan Wahlin about his new course, Structuring JavaScript Code. Hi, Dan, it’s good to have you with us today. [Dan]  Thanks for having me, Fritz. [Fritz]  So, Dan, your new course, which came out in December of 2011 called Structuring JavaScript Code, goes into several patterns of usage in JavaScript as well as ways of organizing your code and what struck me about it was all the different techniques you described for encapsulating your code. I was wondering if you could give us just a little insight into what your motivation was for creating this course and sort of why you decided to write it and record it. [Dan]  Sure. So, I got started with JavaScript back in the mid 90s. In fact, back in the days when browsers that most people haven’t heard of were out and we had JavaScript but it wasn’t great. I was on a project in the late 90s that was heavy, heavy JavaScript and we pretty much did what I call in the course function spaghetti code where you just have function after function, there’s no rhyme or reason to how those functions are structured, they just kind of flow and it’s a little bit hard to do maintenance on it, you really don’t get a lot of reuse as far as from an object perspective. And so coming from an object-oriented background in JAVA and C#, I wanted to put something together that highlighted kind of the new way if you will of writing JavaScript because most people start out just writing functions and there’s nothing with that, it works, but it’s definitely not a real reusable solution. So the course is really all about how to move from just kind of function after function after function to the world of more encapsulated code and more reusable and hopefully better maintenance in the process. [Fritz]  So I am sure a lot of people have had similar experiences with their JavaScript code and will be looking forward to seeing what types of patterns you’ve put forth. Now, a couple I noticed in your course one is you start off with the prototype pattern. Do you want to describe sort of what problem that solves and how you go about using it within JavaScript? [Dan]  Sure. So, the patterns that are covered such as the prototype pattern and the revealing module pattern just as two examples, you know, show these kind of three things that I harp on throughout the course of encapsulation, better maintenance, reuse, those types of things. The prototype pattern specifically though has a couple kind of pros over some of the other patterns and that is the ability to extend your code without touching source code and what I mean by that is let’s say you’re writing a library that you know either other teammates or other people just out there on the Internet in general are going to be using. With the prototype pattern, you can actually write your code in such a way that we’re leveraging the JavaScript property and by doing that now you can extend my code that I wrote without touching my source code script or you can even override my code and perform some new functionality. Again, without touching my code.  And so you get kind of the benefit of the almost like inheritance or overriding in object oriented languages with this prototype pattern and it makes it kind of attractive that way definitely from a maintenance standpoint because, you know, you don’t want to modify a script I wrote because I might roll out version 2 and now you’d have to track where you change things and it gets a little tricky. So with this you just override those pieces or extend them and get that functionality and that’s kind of some of the benefits that that pattern offers out of the box. [Fritz]  And then the revealing module pattern, how does that differ from the prototype pattern and what problem does that solve differently? [Dan]  Yeah, so the prototype pattern and there’s another one that’s kind of really closely lined with revealing module pattern called the revealing prototype pattern and it also uses the prototype key word but it’s very similar to the one you just asked about the revealing module pattern. [Fritz]  Okay. [Dan]  This is a really popular one out there. In fact, we did a project for Microsoft that was very, very heavy JavaScript. It was an HMTL5 jQuery type app and we use this pattern for most of the structure if you will for the JavaScript code and what it does in a nutshell is allows you to get that encapsulation so you have really a single function wrapper that wraps all your other child functions but it gives you the ability to do public versus private members and this is kind of a sort of debate out there on the web. Some people feel that all JavaScript code should just be directly accessible and others kind of like to be able to hide their, truly their private stuff and a lot of people do that. You just put an underscore in front of your field or your variable name or your function name and that kind of is the defacto way to say hey, this is private. With the revealing module pattern you can do the equivalent of what objective oriented languages do and actually have private members that you literally can’t get to as an external consumer of the JavaScript code and then you can expose only those members that you want to be public. Now, you don’t get the benefit though of the prototype feature, which is I can’t easily extend the revealing module pattern type code if you don’t like something I’m doing, chances are you’re probably going to have to tweak my code to fix that because we’re not leveraging prototyping but in situations where you’re writing apps that are very specific to a given target app, you know, it’s not a library, it’s not going to be used in other apps all over the place, it’s a pattern I actually like a lot, it’s very simple to get going and then if you do like that public/private feature, it’s available to you. [Fritz]  Yeah, that’s interesting. So it’s almost, you can either go private by convention just by using a standard naming convention or you can actually enforce it by using the prototype pattern. [Dan]  Yeah, that’s exactly right. [Fritz]  So one of the things that I know I run across in JavaScript and I’m curious to get your take on is we do have all these different techniques of encapsulation and each one is really quite different when you’re using closures versus simply, you know, referencing member variables and adding them to your objects that the syntax changes with each pattern and the usage changes. So what would you recommend for people starting out in a brand new JavaScript project? Should they all sort of decide beforehand on what patterns they’re going to stick to or do you change it based on what part of the library you’re working on? I know that’s one of the points of confusion in this space. [Dan]  Yeah, it’s a great question. In fact, I just had a company ask me about that. So which one do I pick and, of course, there’s not one answer fits all. [Fritz]  Right. [Dan]  So it really depends what you just said is absolutely in my opinion correct, which is I think as a, especially if you’re on a team or even if you’re just an individual a team of one, you should go through and pick out which pattern for this particular project you think is best. Now if it were me, here’s kind of the way I think of it. If I were writing a let’s say base library that several web apps are going to use or even one, but I know that there’s going to be some pieces that I’m not really sure on right now as I’m writing I and I know people might want to hook in that and have some better extension points, then I would look at either the prototype pattern or the revealing prototype. Now, really just a real quick summation between the two the revealing prototype also gives you that public/private stuff like the revealing module pattern does whereas the prototype pattern does not but both of the prototype patterns do give you the benefit of that extension or that hook capability. So, if I were writing a library that I need people to override things or I’m not even sure what I need them to override, I want them to have that option, I’d probably pick a prototype, one of the prototype patterns. If I’m writing some code that is very unique to the app and it’s kind of a one off for this app which is what I think a lot of people are kind of in that mode as writing custom apps for customers, then my personal preference is the revealing module pattern you could always go with the module pattern as well which is very close but I think the revealing module patterns a little bit cleaner and we go through that in the course and explain kind of the syntax there and the differences. [Fritz]  Great, that makes a lot of sense. [Fritz]  I appreciate you taking the time, Dan, and I hope everyone takes a chance to look at your course and sort of make these decisions for themselves in their next JavaScript project. Dan’s course is, Structuring JavaScript Code and it’s available now in the Pluralsight Library. So, thank you very much, Dan. [Dan]  Thanks for having me again.

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  • Creating a multi-column rollover image gallery with HTML 5

    - by nikolaosk
    I know it has been a while since I blogged about HTML 5. I have two posts in this blog about HTML 5. You can find them here and here.I am creating a small content website (only text,images and a contact form) for a friend of mine.He wanted to create a rollover gallery.The whole concept is that we have some small thumbnails on a page, the user hovers over them and they appear enlarged on a designated container/placeholder on a page. I am trying not to use Javascript scripts when I am using effects on a web page and this is what I will be doing in this post.  Well some people will say that HTML 5 is not supported in all browsers. That is true but most of the modern browsers support most of its recommendations. For people who still use IE6 some hacks must be devised.Well to be totally honest I cannot understand why anyone at this day and time is using IE 6.0.That really is beyond me.Well, the point of having a web browser is to be able to ENJOY the great experience that the WE? offers today.  Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. In order to be absolutely clear this is not (and could not be ) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.For the people who are not convinced yet that they should invest time and resources on becoming experts on HTML 5 I should point out that HTML 5 websites will be ranked higher than others. Search engines will be able to locate better the content of our site and its relevance/importance since it is using semantic tags. Let's move now to the actual hands-on example. In this case (since I am mad Liverpool supporter) I will create a rollover image gallery of Liverpool F.C legends. I create a folder in my desktop. I name it Liverpool Gallery.Then I create two subfolders in it, large-images (I place the large images in there) and thumbs (I place the small images in there).Then I create an empty .html file called LiverpoolLegends.html and an empty .css file called style.css.Please have a look at the HTML Markup that I typed in my fancy editor package below<!doctype html><html lang="en"><head><title>Liverpool Legends Gallery</title><meta charset="utf-8"><link rel="stylesheet" type="text/css" href="style.css"></head><body><header><h1>A page dedicated to Liverpool Legends</h1><h2>Do hover over the images with the mouse to see the full picture</h2></header><ul id="column1"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/john-barnes.jpg" alt=""><img class="large" src="large-images/john-barnes-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/ian-rush.jpg" alt=""><img class="large" src="large-images/ian-rush-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/graeme-souness.jpg" alt=""><img class="large" src="large-images/graeme-souness-large.jpg" alt=""></a></li></ul><ul id="column2"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/steven-gerrard.jpg" alt=""><img class="large" src="large-images/steven-gerrard-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/kenny-dalglish.jpg" alt=""><img class="large" src="large-images/kenny-dalglish-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/robbie-fowler.jpg" alt=""><img class="large" src="large-images/robbie-fowler-large.jpg" alt=""></a></li></ul><ul id="column3"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/alan-hansen.jpg" alt=""><img class="large" src="large-images/alan-hansen-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/michael-owen.jpg" alt=""><img class="large" src="large-images/michael-owen-large.jpg" alt=""></a></li></ul></body></html> It is very easy to follow the markup. Please have a look at the new doctype and the new semantic tag <header>. I have 3 columns and I place my images in there.There is a class called "large".I will use this class in my CSS code to hide the large image when the mouse is not on (hover) an image Make sure you validate your HTML 5 page in the validator found hereHave a look at the CSS code below that makes it all happen.img { border:none;}#column1 { position: absolute; top: 30; left: 100; }li { margin: 15px; list-style-type:none;}#column1 a img.large {  position: absolute; top: 0; left:700px; visibility: hidden;}#column1 a:hover { background: white;}#column1 a:hover img.large { visibility:visible;}#column2 { position: absolute; top: 30; left: 195px; }li { margin: 5px; list-style-type:none;}#column2 a img.large { position: absolute; top: 0; left:510px; margin-left:0; visibility: hidden;}#column2 a:hover { background: white;}#column2 a:hover img.large { visibility:visible;}#column3 { position: absolute; top: 30; left: 400px; width:108px;}li { margin: 5px; list-style-type:none;}#column3 a img.large { width: 260px; height:260px; position: absolute; top: 0; left:315px; margin-left:0; visibility: hidden;}#column3 a:hover { background: white;}#column3 a:hover img.large { visibility:visible;}?n the first line of the CSS code I set the images to have no border.Then I place the first column in the page and then remove the bullets from the list elements.Then I use the large CSS class to create a position for the large image and hide it.Finally when the hover event takes place I make the image visible.I repeat the process for the next two columns. I have tested the page with IE 10 and the latest versions of Opera,Chrome and Firefox.Feel free to style your HTML 5 gallery any way you want through the magic of CSS.I did not bother adding background colors and borders because that was beyond the scope of this post. Hope it helps!!!!

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  • cocos2dx - Custom Fragment Shader and CCRenderTexture

    - by saiy2k
    I have a CCRenderTexture that is filled with a sprite when the scene is loaded, as follows, canvas = CCRenderTexture::create(this->getContentSize().width, this->getContentSize().height); canvas->setPosition(data->position); canvas->beginWithClear(0.0, 0.0, 0.0, 0); this->visit(); canvas->end(); The above code is written within a class, which derives from CCSprite (Hence this). Then, in another function applyShader(), I create a sprite named splat, from the texture of CCRenderTexture *canvas. Thus splat will contain the whole texture of canvas. Now I apply a custom fragment shader to the splat by calling the function splat->renderShader(), which will modify some small portion of the whole texture. Then I draw the modified texture back to the CCRenderTexture *canvas. Hence, applyShader() will * take a texture from CCRenderTexture, * create a sprite based on it, * apply a fragment shader to it * and draw the modified texture back to CCRenderTexture. This applyShader() will be called repetitively and its code is as follows: splat = Splat::createWithTexture(art->canvas->getSprite()->getTexture()); splat->renderShader(); art->canvas->begin(); splat->visit(); art->canvas->end(); My shader code is (nothing fancy) precision mediump float; varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; uniform float params[5]; void main() { gl_FragColor = texture2D(u_texture, v_texCoord); return; } So, with the above code I expect the original sprite this to get rendered over and over again without any visual changes. But on each call to applyShader(), the texture is getting stretched a little and the stretched image is getting rendered. After some 10 calls, the image gets so distorted. Can someone please tell me where I am going wrong? Thanks :-) PS: All code shown here is partial, not complete code. Edit: Adding Screens Update: The problem has nothing to do with shaders it seems. It happens even when I dont call renderShader(). The actual lines of code is: splat = Splat::createWithTexture(art->canvas->getSprite()->getTexture()); splat->setPosition( ccp( art->getContentSize().width * 0.5, art->getContentSize().height * 0.5 ) ); splat->setFlipY(true); art->canvas->begin(); splat->visit(); art->canvas->end();

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