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  • Why is setting HTML5's CanvasPixelArray values ridiculously slow and how can I do it faster?

    - by Nixuz
    I am trying to do some dynamic visual effects using the HTML 5 canvas' pixel manipulation, but I am running into a problem where setting pixels in the CanvasPixelArray is ridiculously slow. For example if I have code like: imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ imageData.data[i] = buffer[i]; imageData.data[i + 1] = buffer[i + 1]; imageData.data[i + 2] = buffer[i + 2]; } ctx.putImageData(imageData, 0, 0); Profiling with Chrome reveals, it runs 44% slower than the following code where CanvasPixelArray is not used. tempArray = new Array(500 * 500 * 4); imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ tempArray[i] = buffer[i]; tempArray[i + 1] = buffer[i + 1]; tempArray[i + 2] = buffer[i + 2]; } ctx.putImageData(imageData, 0, 0); My guess is that the reason for this slowdown is due to the conversion between the Javascript doubles and the internal unsigned 8bit integers, used by the CanvasPixelArray. Is this guess correct? Is there anyway to reduce the time spent setting values in the CanvasPixelArray?

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  • Is there a redraw-event for HTML5's canvas element?

    - by valmar
    As the title says, I need a notification when the content of a canvas element was redrawn. Is this possible? If not, a notification when the whole page was redrawn would also be ok (reDRAWN not reLOADED!). The reason why I need this is that I want to get the current FPS of an animation running inside a canvas.

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  • Can the behaviour of new HTML5 form types be overridden?

    - by Mark Perkins
    I was wondering if anyone knew if it were possible to override the default behaviour of browsers that support the new HTML input types such as type="email" and type="date"? I appreciate that I could test if a browser supports an input type and provide a fallback for those browsers that don't, but what I want to know is is there any way to prevent that default behaviour from happening in browsers that do support it? For instance, if in Opera I want to use the date input type, but I don't want Opera to display the native datepicker (i.e. I want to replace it with my own custom one) is that possible? Are there any DOM events triggered like onDatePickerShow that one can hook into? I don't believe that this is possible, but if anyone knows for sure one way or the other I would love to hear from you.

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  • How do I place a DIV tag image on the very top of the page in HTML5?

    - by Jacob
    Hello there. I'm trying to put an x-repeat "grid" of images by using background-image in CSS, then using the id in a DIV tag. My intention is to put a sort of "panel", then always extends to the very top of the page, and loops with repeat-x. It works just fine without a DOCTYPE, but when I put the clean in the code, it pushes the image in the tag downwards, as if there's a margin on the top of the page of about 15 px or so. I tried top-margin, z-index, with no success. Excuse me if I'm asking a silly question, but I'm sort of new. Thanks, -Jacob

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  • Why is setting HTML5's CanvasPixelArray values is ridiculously slow and how can I do it faster?

    - by Nixuz
    I am trying to do some dynamic visual effects using the HTML 5 canvas' pixel manipulation, but I am running into a problem where setting pixels in the CanvasPixelArray is ridiculously slow. For example if I have code like: imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ imageData.data[index] = buffer[i]; imageData.data[index + 1] = buffer[i]; imageData.data[index + 2] = buffer[i]; } ctx.putImageData(imageData, 0, 0); Profiling with Chrome reveals, it runs 44% slower than the following code where CanvasPixelArray is not used. tempArray = new Array(500 * 500 * 4); imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ tempArray[index] = buffer[i]; tempArray[index + 1] = buffer[i]; tempArray[index + 2] = buffer[i]; } ctx.putImageData(imageData, 0, 0); My guess is that the reason for this slowdown is due to the conversion between the Javascript doubles and the internal unsigned 8bit integers, used by the CanvasPixelArray. Is this guess correct? Is there anyway to reduce the time spent setting values in the CanvasPixelArray?

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  • HTML5: Can't drag on-the-fly created <div> tag even though draggable='true' Do I need to "BLESS"

    - by Pete Alvin
    After creating a div on the fly with this markup: $('.circuit').prepend("<div class='component' draggable='true'>TRANSISTOR</div>"); It is NOT draggable itself :( Is jQuery prepend() the correct way to create "live" tags in the DOM? Do I need to somehow bless it a different way to make draggable=true really work? How to I wire it up so that on-the-fly divs can be draggable? AFTER NOTE: I added a static div and that is draggable. INTERESTING: I view both the static and dynamic using FireFox F12 Firebug and they are identical. But one is draggable and one is not!!!

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  • Is it possible to take a screenshot of a web page with Javascript or HTML5/Canvas?

    - by Ryan Kearney
    Is there a way I could insert some code into a page that would take a screenshot of what the user sees in the browser window, then upload that image via a web form of some sort? I'm working on a clone of a pay-to-use service that lets you install a widget on a web page which in turn allows viewers to report bugs in the sites layout. Currently they use a Java applet to take the screenshot, which, in my opinion, is probably the worst way to go about it (aside from requiring the user to install a plugin) Is there a javascript/flash/other alternative? Thanks

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  • Ruby On Rails with HTML5 offline apps - Firefox does not cache the application.manifest but Safari does

    - by hoitomt
    I'm working off of this Railscast tutorial: episode 247 I’m up to this point in the tutorial: added the rack-offline gem, added the application.manifest route, and added a reference to the manifest in the html tag. Right before it starts talking about problems with caching. Safari works as intended – When the server is running the page is served. From the server logs I can see that Safari is making a single request to the server every time for the items page. When I turn off the server the page displays as well, even after shutting down the browser and restarting. It appears to be pulling from the application.manifest (cache manifest). Firefox does not work as intended – When accessing the page for the first time, Firefox lets me know that the web page wants to store something locally, I allow. After clicking on allow, Firefox makes 5 requests to the server for the page (from the server log). The hash is different in every request. Is it is possible that the changing hash is triggering Firefox to keep trying to get the new manifest until it reaches some maximum (5 attempts)? Then, after the server is stopped, Firefox will not show the page at all. It looks like it isn’t caching the application.manifest. Firefox also gives you a way to see what sites are storing stuff locally by going to Tools/Options/Advanced/Network (Firefox/Preferences/Advanced/Network on Apple). I see localhost there but the size is 0 bytes. So for some reason, Firefox is not downloading my application.manifest along with the files

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  • How do I use HTML5's localStorage in a Google Chrome extension?

    - by davidkennedy85
    I am trying to develop an extension that will work with Awesome New Tab Page. I've followed the author's advice to the letter, but it doesn't seem like any of the script I add to my background page is being executed at all. Here's my background page: <script> var info = { poke: 1, width: 1, height: 1, path: "widget.html" } chrome.extension.onRequestExternal.addListener(function(request, sender, sendResponse) { if (request === "mgmiemnjjchgkmgbeljfocdjjnpjnmcg-poke") { chrome.extension.sendRequest( sender.id, { head: "mgmiemnjjchgkmgbeljfocdjjnpjnmcg-pokeback", body: info, } ); } }); function initSelectedTab() { localStorage.setItem("selectedTab", "Something"); } initSelectedTab(); </script> Here is manifest.json: { "update_url": "http://clients2.google.com/service/update2/crx", "background_page": "background.html", "name": "Test Widget", "description": "Test widget for mgmiemnjjchgkmgbeljfocdjjnpjnmcg.", "icons": { "128": "icon.png" }, "version": "0.0.1" } Here is the relevant part of widget.html: <script> var selectedTab = localStorage.getItem("selectedTab"); document.write(selectedTab); </script> Every time, the browser just displays null. The local storage isn't being set at all, which makes me think the background page is completely disconnected. Do I have something wired up incorrectly?

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  • Whats the best semantic default/starting layout for html5?

    - by John Isaacks
    I am a little confused on how the new tags should go. Is this correct: <!DOCTYPE HTML> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title></title> </head> <body> <section> <header> <nav></nav> </header> <section> </section> <footer> </footer> <section> </body> </html> Or should one of the sections be an <article>? What should be the starting layout?

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  • How do i tint an image with HTML5 Canvas ?

    - by djdolber
    My question is, what is the best way to tint an image that is drawn using the drawImage method. The target useage for this is advanced 2d particle-effects (game development) where particles change colors over time etc. I am not asking how to tint the whole canvas, only the current image i am about to draw. I have concluded that the globalAlpha parameter affects the current image that is drawn. //works with drawImage() canvas2d.globalAlpha = 0.5; But how do i tint each image with an arbitrary color value ? It would be awesome if there was some kind of globalFillStyle or globalColor or that kind of thing...

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  • How to get HTML5 canvas text to show html entity?

    - by mrollinsiv
    I'm parsing an xml file that stores image/caption data both of which I need to display on my canvas. However occasionally there's an entity in the file and when drawing the text to the canvas it interprets it as flat text. How can i get &copy; to show up as © on the canvas? Is this even possible, or does anyone know of a good work around?

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  • HTML5 Playlist plays 2 videos, How about 4 or 5?

    - by amber
    I'm able to get two videos to play sequentially, (and without pause!) with this code from Apple, (see section 2-4)... http://developer.apple.com/safari/library/documentation/AudioVideo/Conceptual/Using_HTML5_Audio_Video/ControllingMediaWithJavaScript/ControllingMediaWithJavaScript.html ...Yet completely lost as to how to play a 3rd or 5th video. Trouble is I'm a Javascript noob :-(, so if you figure this out please share as much of your code as possible. Thanks much!

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  • html5 offline storage for Windows Mobile 6.1 or an alternative?

    - by SimonNet
    I understand that there are no browsers currently which support offline storage for mobile 6.1. I am trying to find a web form based solution avoiding the loss of data when my device has no connectivity. Have ruled out Gears and would like to avoid a win forms application as the forms change so often. Are there any other approaches that I should look at which are viable in C#? Are there any estimated dates for when we might see a browser for mobile 6.1 which can offer offline storage? Thanks

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  • An html5 canvas element in the background of my page?

    - by fx42
    Is it possible to have a full screen canvas element in the background of a webpage and "normal" markup elements like a table in front of it? like the following snippet (if it wouldn't be used as alternative content): <canvas id=&#34;imageView&#34; width=100%; height=100%;> <table>...</table> </canvas>

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  • How can I get rid of horizontal padding or indent in html5 search inputs in webkit?

    - by Scott Vandehey
    In webkit only, the text in a search input is indented from the left side. Here's a demo. Even after stripping all padding, text-indent, and setting -webkit-appearance to textfield or none, the text is still indented. It looks to be around 10px or so, but the inspector doesn't show any CSS rules (even browser defaults) that seem to apply this style. Any ideas? <input type="search" value="Search"> -webkit-appearance: textfield; border: 1px solid #ccc; padding: 0; margin: 0; text-indent: 0;

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  • Can I preload multiple video resources to load in the same HTML5 <video> element?

    - by Sergio1132
    I'm working out details on a web application which involves the sequential loading of a long series of (very short) video clips, one after the other, with occasional input from the user establishing new directions for which video clips to load. I would like to be able to have the browser preload the video clips five at a time. However, the way that we currently have the site working is by means of a single video element which is having its src attribute continually updated through JavaScript. So, my question is, is there a straightforward way I can get the browser to preload multiple video clips even though I am ultimately loading them all (one at a time) into the same video element? This is my first question here, so let me know if I could have phrased that better...

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  • HTML5 drag & drop: The dragged element content is missing in Webkit browsers.

    - by Cibernox
    I'm trying to implement something similar to a cart where you can drop items from a list. This items (<li> elements) has some elements inside (divs, span, and that stuff). The drag and drop itself works great. But the dragged element's image doesn't show its content in Webkit browsers. My list element has a border an a background color. In Firefox, the image is the whole item. In Webkit browsers, only the dragged element without content. I see the background and border, but without text inside. I tried to make a copy of the element and force it to be the image, but doesn't work. var dt = ev.originalEvent.dataTransfer; dt.setDragImage( $(ev.target).clone()[0], 0, 0); I have a simplified example that exhibit the same behavior: http://jsfiddle.net/ksnJf/1/

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