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  • Clearing canvas with Canvas.drawColor()

    - by strangeInAStrangerLand
    I'm attempting to change the background image of a custom View with some success. The image will change but the problem is that I still see traces of the old image. When I attempt to clear the canvas before drawing the new image, it doesn't appear to work. I create a bitmap to store the image. When changing the image, I call Canvas.drawColor() before drawing the new image but the old image persists. I've tried drawColor(0), drawColor(Color.BLACK), c.drawColor(0, PorterDuff.Mode.CLEAR), and none of the above works. As such, I had to post this for review from more experienced minds than mine. The actual code is as follows: private int bgnd; private boolean switching; public void setBgnd(int incoming){ switching = true; switch (incoming){ case R.drawable.image1: bgnd = incoming; this.invalidate(); break; case R.drawable.image2: bgnd = incoming; this.invalidate(); break; } } protected void onDraw(Canvas c){ if(switching == true){ Bitmap b = BitmapFactory.decodeResource(getResources(), bgnd); c.drawColor(0, PorterDuff.Mode.CLEAR); c.drawBitmap(b, 0, 0, null); switching = false; }else{ Bitmap b = BitmapFactory.decodeResource(getResources(), bgnd); c.drawBitmap(b, 0, 0, null); } }

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  • Will HTML5/JS Eventually Replace All Client Side Languages? [closed]

    - by Shnitzel
    I'm just wondering about the future of it all. IMHO, there are 4 forces that define where technology goes: Microsoft, Apple, Google, Adobe. It looks like in Apple's iPhone/iPad iADs can now be programmed in HTML5. So does that mean HTML5 will eventually replace objective-c? Also, Microsoft has now shifted it's focus from WPF/Silverlight to HTML5 and I assume Visual Studio 2011 will be all about tooling support for HTML5. Because that's what Microsoft do. (Tools). In a few months IE9 the last major browser will support HTML5. Similarly Adobe is getting on the HTML5 bandwagon and allows to export flash content to HTML5 in their latest tools. And we all know how much in bed Google is with html5. Heck, their latest Operating System (Chrome OS) is nothing but a big fat web browser. Apps for Mobile (i.e., iPhone, Android, WM7) are very hard for a company to program especially for many different devices (each with their own language) so I'm assuming this won't last too long. I.e., HTML5 will be the unifying language. Which is somewhat sad for app developers because now users will be able to play the "cool" html5 apps for free on the web and it'll be hard to charge for them. So are strongly-typed languages really doomed, and in the future, say 5-10 years, will client side programming only be in HTML5? Will all of us become javascript programmers? :) Because the signs are sure pointing that way...

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  • How to rotate html5 canvas as page background?

    - by Sebastian P.R. Gingter
    Hi, I want to achieve the following: Image a white sheet of paper on a black desk. Then rotate the paper a little bit to the left (like, 25 degrees). Now you still have the black desk, and a rotated white box on it. In this rotated white box I want to place non-rotated normal html content like text, tables, div's etc. I already have a problem at the very first step: rotating a rectangle. This is my code so far: <html> <head> <script> function draw() { var canvas=document.getElementById("myCanvas"); var c=canvas.getContext("2d"); c.fillStyle = '#00'; c.fillRect(100, 100, 100, 100); c.rotate(20); c.fillStyle = '#ff0000'; c.fillRect(150, 150, 10, 10); } </script> </head> <body onload="draw()"> <canvas id="myCanvas" width="500" height="500"></canvas> </body> </html> With this, I see only a normal black box. Nothing else. I assume there should be a red, rotated box too, but there's nothing. What is the best approach to reach this and to have it as a (scaling) background for my web page?

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  • 3d user experience with HTML5 and Javascript

    - by chako
    I've to build a 3D user experience with HTML5 and any required JS library which provides such functionality. 3D scene consists of a cylindrical pipe and surface. It has 360 degree rotation and can zoom in and out. As user selects a parameter, specific value of that parameter at various depth of pipe in surface should display. I've searched for HTML5 3d and JS libraries and found three.js could help for this.Also found this useful presentation on HTML 3d engine: http://projects.mariusgundersen.net/OnGameStart/#1 .But as this is my first time with HTML5 3d modeling, how should I initiate to build ? What parameters should be considered ? Which tools and libraries would best fit for such requirements ? I would like to create a 3d model using HTML5 and JS 3d engine as shown in the 1st image.

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  • Html5 Input Validation Presentation

    - by srkirkland
    Last week I gave a presentations to the 2011 UC Davis IT Security Symposium that covered input validation features in HTML5.  I mostly discussed the following three topics: New Html5 Input Types (like <input type=”email” />) Html5 Constraints (like <input type=”text” required maxlength=”8” />) Polyfills The slides only cover part of the story since there are a few “live demos.”  You can find all of the demo code on my github repository https://github.com/srkirkland/ITSecuritySymposium.  You’ll need ASP.NET Mvc 3 installed to run them. The slides are also available in my GitHub repository, but I’ve also added them to slideshare as well because that’s what the cool kids do: http://www.slideshare.net/srkirkland/data-validation-in-web-applications. I believe the presentation was well received and most people learned something, so I just wanted to share.  When loading up the Html5 demo just click on the Html5 tab and go through each example. Enjoy!   [Examples from the Slides and Demos]  

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • No Sound in HTML5 and Google Chrome after update to 13.10

    - by rechengehirn
    After upgrading to Ubuntu 13.10 i have no sound for HTML5 players in Google Chrome Browser. Firefox works. Flash Players are working. No sound on Youtube when using HTML5. No sound on vimeo (They have html5 player as standard). When I open the soundapplication, google doesn't show up when I try to play a html5 video. But it shows up, when playing a Flash Video. Google Chrome Version is: 24.0.1312.52 Installed an updated via ppa: deb http://dl.google.com/linux/chrome/deb/ stable main

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  • How to avoid HTML Canvas auto-stretching

    - by Tom
    I have the following piece of HTML: <style type="text/css"> #c{width:200px;height:500px} </style> <canvas id="c"></canvas> <script type="text/javascript"> var i = new Image(); i.onload = function () { var ctx = document.getElementById('c').getContext('2d'); ctx.drawImage(i, 0, 0); } i.width = i.height = 20; // actual size of square.png i.src = 'square.png'; </script> The issue is that the drawn image is automatically stretched (resized) proportionally with the size of the canvas. I have tried using all available parameters (drawImage(i, 0, 0, 20, 20, 0, 0, 20, 20)) and that didn't help. What is causing my drawing to stretch and how can I prevent that? Thanks, Tom

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  • Canvas element covering the entire screen?

    - by Stefan Kendall
    I'm trying to use <canvas> in iPhone Safari, and if I place the element in the body, there are unused pixels to the left and top of the element. I tried specifying margin:0;padding:0 with CSS to no avail. What's going on here? <html> <head> $(document).ready(function() { $('#screen').attr("height", $(window).height() ); $('#screen').attr("width", $(window).width() ); //prevent scrolling $(document).bind('touchstart touchmove', function(e) { e.preventDefault(); }); }); </script> </head> <body> <canvas id = "screen"> </canvas> </body> </html>

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  • Text wrap in a <canvas> element

    - by Gwood
    I am trying to add text on an image using the <canvas> element. First the image is drawn and on the image the text is drawn. So far so good. But where I am facing a problem is that if the text is too long, it gets cut off in the start and end by the canvas. I don't plan to resize the canvas, but I was wondering how to wrap the long text into multiple lines so that all of it gets displayed. Can anyone point me at the right direction?

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  • How to check if canvas objects overlap each other

    - by ?????? ???????
    I'm trying to check if two objects (e.g. a rectangle and a triangle) on a HTML5 canvas are overlapping each other. Currently I can only check that by looking at the screen (having set globalCompositeOperation='lighter'). My first idea would have been to scan all over the canvas if the "lighter" (compare code snippet above) color exists in the canvas. But therefor I would have to look at every single pixel which was rather costly for what I need. Is there a (better) alternative to automatically check if they are overlapping? Best regards.

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  • Basics of html5 and canvas

    - by René Nyffenegger
    As I browse through different questions here, I see that there are a number of questions tagged with html5 and canvas, so I guess they sort of belong together. Now, I have absolutely no idea about the canvas (which is obviously (?) rendered in html5), but it seems that It could be useful one day in the future. So, in order to be prepared when that day comes, I'd like to know the basics about these things. I found a html snippet that is supposed to render such a canvas, but when opened in my browser (firefox) nothing is displayed. So, I guess I need a special plugin or another browser. My question: what are the absolute basic things I need to know and have in order to create a hello world thingy. Please bear in mind that I am completely new with this and don't need no fancy advanced stuff.

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  • how to save canvas as png image?

    - by sneaky
    I have a canvas element with a drawing in it, and I want to create a button that when clicked on, it will save the image as a png file. So it should open up the save, open, close dialog box... I do it using this code var canvas = document.getElementById("myCanvas"); window.open(canvas.toDataURL("image/png")); But when I test it out in IE9, a new window opens up saying "the web page cannot be displayed" and the url of it is: data:image/png;base64,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 Anyone know how to fix this?

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  • To canvas, or not to canvas, when building browser-based games?

    - by Letharion
    Background: I have extensive development background, but the last time I coded a game was many years ago. My Javascript skills are quite limited, and I intend to improve them by building a simple game — Tetris, Pac-man, or something of that complexity level. Question: It seems to me that a fundamental choice I need to make is whether I should render on a <canvas> element or not. With a canvas, I have basic tools for rendering points, lines, and more complex things on top of that. Presumably there are, or will be, also various frameworks to help with this. Without a canvas, I could keep my objects in the DOM-tree, like a regular webpage, only quite complex, with many overlapping elements. Is one approach better than the other? Are they mutually exclusive? How do I know which to pick?

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  • Scrolling a Canvas smoothly in Android

    - by prepbgg
    I'm new to Android. I am drawing bitmaps, lines and shapes onto a Canvas inside the OnDraw(Canvas canvas) method of my view. I am looking for help on how to implement smooth scrolling in response to a drag by the user. I have searched but not found any tutorials to help me with this. The reference for Canvas seems to say that if a Canvas is constructed from a Bitmap (called bmpBuffer, say) then anything drawn on the Canvas is also drawn on bmpBuffer. Would it be possible to use bmpBuffer to implement a scroll ... perhaps copy it back to the Canvas shifted by a few pixels at a time? But if I use Canvas.drawBitmap to draw bmpBuffer back to Canvas shifted by a few pixels, won't bmpBuffer be corrupted? Perhaps, therefore, I should copy bmpBuffer to bmpBuffer2 then draw bmpBuffer2 back to the Canvas. A more straightforward approach would be to draw the lines, shapes, etc. straight into a buffer Bitmap then draw that buffer (with a shift) onto the Canvas but so far as I can see the various methods: drawLine(), drawShape() and so on are not available for drawing to a Bitmap ... only to a Canvas. Could I have 2 Canvases? One of which would be constructed from the buffer bitmap and used simply for plotting the lines, shapes, etc. and then the buffer bitmap would be drawn onto the other Canvas for display in the View? I should welcome any advice! Answers to similar questions here (and on other websites) refer to "blitting". I understand the concept but can't find anything about "blit" or "bitblt" in the Android documentation. Are Canvas.drawBitmap and Bitmap.Copy Android's equivalents?

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  • Choosing a (browser) game environment [closed]

    - by Iain
    I apologise in advance if this post is something you've heard a million times already or seems like a trolling attempt. I just want some advice and I'm coming up short with my own Google searches. Basically, I would like to start learning some game development in my own free time (nothing serious, just purely as a hobbyist for fun). I'd like to know what the communities opinions are on the old HTML5/Javascript v Flash argument but purely from a game development perspective. I know people say Flash is dying because of issues like SEO, memory/bandwidth usage and Apple dropping it on tablet and mobile devices, so is it worth me dedicating my free time to learning to use Flash/AS3 for game development or should I focus on HTML5/Javascript? At the moment, I'm not sure HTML5/Javascript is mature enough or has the support tools that Flash does (framework, IDE, etc) and there seems to be a lot more resources online for beginner Flash/AS3 programming. When I'm reading tutorials online for Flash/AS3 I always have it in the back of my head that I'm wasting my time because it won't be around in a few years and I should be investing that time learning HTML5/Javascript. Thoughts? Disclaimer: I'm not trying to spark a flame war or troll anyone - I believe in the right tools for the job and I don't want to waste my time learning something that won't be around in a few years.

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  • Should I refer to browser-based games as HTML5 games or Javascript games?

    - by Bane
    First of all, I know that there are alternatives to both HTML5 and Javascript, but I worded the question so generally ("browser-based") because if I had said "HTML5" or "Javascript" games that would already imply an answer to the question. When writing wiki posts or discussing, I usually call these games "HTML5/Javascript" games. They are written in Javascript, using the new HTML5 technology. What is the proper way to call them: HTML5 or Javascript games? I see that most people opt for HTML5, why?

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

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  • Drawing a bitmap in a canvas after calling setBitmap doesn't work

    - by kodbar_k
    I'm drawing a bitmap in a canvas and i want to have the result in a new bitmap, but i still have a black screen as result. This is my code, part of the onDraw(Canvas canvas) method : if (bitmapTemplate == null) { canvasBis = new Canvas(); bitmapTemplate = Bitmap.createBitmap(canvas.getWidth()+30,canvas.getHeight(),Bitmap.Config.ARGB_8888); drawZones(canvasBis,bitmapTemplate); } bitmapRes = Bitmap.createBitmap(canvas.getWidth()+30,canvas.getHeight(),Bitmap.Config.ARGB_8888); canvas.setBitmap(bitmapRes); canvas.drawBitmap(bitmapTemplate, matrix, null); My goal is to have a new bitmap (bitmapRes) by applying a matrix on an existing bitmap (bitmapTemplate). With this code i alway have a black screen, but when i remove the line canvas.setBitmap(bitmapRes) i have a result but not in a new bitmap. any ideas please ? Maybe transparency ? Thanks in advance. drawZones draws some zones in bitmapTemplate.

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  • HTML5 text wrap

    - by Gwood
    I am trying to add text on an image using the html5 canvas. First the image is drawn and on the image the text is drawn. So far so good. But where i am facing prob is that if the text is too long it gets cut off in the start and end by the canvas. I dont hav eplan to resize the canvas but I was wondering how to wrap the long text into multiple lines so that all of it gets displayed. Can anyone point me at the right direction?

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  • Canvas context used but not updated on canvas

    - by John Doe
    I am developing an small html5 game, where I have the following code: if(object.blocks){ var blocks = object.blocks, that = this; each(blocks,function(index){ that.blocks.push(new Block(this[index])); }); } I receive an object with some configuration and instantiate blocks with it. It works fine, but the Block class has an method, called draw: this.draw = function (ctx){ if(ctx){ var colors = ['#FF0000','#FFFF00','#0000FF','#00FF00'], color = Math.round(Math.random() * colors.length-1); ctx.fillStyle = colors[color]; ctx.fillRect(this.x,this.y,this.width,this.height); } }; It was working before I moved it into the Block class, but now it draws nothing. This is the code that calls draw: render: function(ctx){ each(this.blocks,function(index){ this[index].draw(ctx); }); } The context comes from the html page, from the main canvas.

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  • Learning HTML5 - Sample Sites

    - by Albers
    Part of the challenge with HTML5 is understanding the range of different technologies and finding good samples. The following are some of the sites I have found most useful. IE TestDrive http://ie.microsoft.com/testdrive/ A good set of demos using touch, appcache, IndexDB, etc. Some of these only work with IE10. Be sure to click the "More Demos" link at the bottom for a longer list of Demos in a nicely organized list form. Chrome Experiments http://www.chromeexperiments.com/ Chrome browser-oriented sumbitted sites with a heavy emphasis on display technologies (WebGL & Canvas) Adobe Expressive Web http://beta.theexpressiveweb.com/ Adobe provides a dozen HTML5 & CSS3 samples. I seem to end up playing the "Breakout" style Canvas demo every time I visit the site. Mozilla Demo Studio https://developer.mozilla.org/en-US/demos/tag/tech:html5/ About 100 varied HTML5-related submitted web sites. If you click the "Browse By Technology" button there are other samples for File API, IndexedDB, etc. Introducing HTML5 samples http://html5demos.com/ Specific Tech examples related to the "Introducing HTML5" book by Bruce Lawson & Remy Sharp HTML5 Gallery http://html5gallery.com/ HTML5 Gallery focuses on "real" sites - sites that were not specifically intended to showcase a particular HTML5 feature. The actual use of HTML5 tech can vary from link to link, but it is useful to see real-world uses. FaceBook Developers HTML5 Showcase http://developers.facebook.com/html5/showcase/ A good list of high profile HTML5 applications, games and demos (including the Financial Times, GMail, Kindle web reader, and Pirates Love Daisies). HTML5 Studio http://studio.html5rocks.com/ Another Google site - currently 14 samples of concepts like slideshows, Geolocation, and WebGL using HTML5.

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