Pode's Forum Posts

  • There's a trick : you need to display the image in a classic <img> tag.

    When it's done, that image can be pasted on a <canvas>, in a 'classic' way.

    You can then do a .toDataURL() from the <canvas>, to have the base64 string representation of that image.

    With that image string, you can then do what you want <img src="smileys/smiley2.gif" border="0" align="middle" />.

  • milengk : put a layer on top of the canvas, with the outlines black, and everything else transparent.

  • bjadams : as soon as I have the time to do it, I'll update the plugin.

  • I'm sure Adobe never release open source version of Flash when Flash player dies.

    Flash IS open source ! <img src="smileys/smiley2.gif" border="0" align="middle" /> That's the player which is closed source.

  • SunSpider tests on iPad :

    Chrome : 9295.6 ms +/- 0.3%

    Safari :2866.0 ms +/- 0.7%

    ...

  • Ashley, Joannesalfa : CSS 3D transform are indeed hardware accelerated on iOS. However, you must be careful with them, because WebKit falls back to CPU when you mixed them with other DOM transform, it depends.

    For example, text & box shadow makes everything back to the CPU.If the 3D transform is performed alone, everything is fine, but if the transform is performed over another transform, there's a performance hit, and so on...

    However, it's pretty easy to hardware accelerate any transform, when it's possible.

    If you just add

    -webkit-transform: translateZ(0);

    to your CSS transform, even if that transform doesn't do anything, the matrix transformation involved activate the hardware acceleration.

    So, if you want to accelerate the transform applied to a div, you simply need to do that in your CSS:

    div {

         -webkit-transform : translateZ(0);

         -o-transform : translateZ(0);

         -moz-transform : translateZ(0);

         transform : translateZ(0);

    }

  • Behamut : not for the moment. I need to provide an update.

  • Ashley : you can UPX all .dll and the .exe (http://upx.sourceforge.net).

    The compression ratio is about the same as .rar. The UPX code decompressed itself at runtime, so it stay the same size ondisk.

  • All : in fact, getUserMedia isn't usable to do that particular use case.

    While you can access the microphone with gUM(), it's not designed to inject the audio flux inside an <audio> object. It's designed to stream it over a connection (like audio caht over WebRTC).

    What you need is the Streams W3C API, which no browser support yet.

    For a client I'm currently developing a plugin that uses Flash as a fallback to do that. You use a non-visible flash code block to access the mic. The actionscript then encode the RAW data from the mic in a MP3 and a OGG file (to cover all browsers). Those two files are then base64 converted and sent to Javascript via ExternalInterface.

    So, in the end, my C2 webapp can use mp3 or ogg files from the microphone !

    That project will be done at the end of the week, I'm going to release the plugin here after that.

    Some time in the future, I'll add some JS code to do some basic audio processing on that data...

  • Quick & dirty solution : install a free kiosk app on the iPad (there a few of them), and load your C2 generated files via iTunes on the iPad.

  • kiyoshi : node.js is interesting by itself, but for what use case do you see that module as useful ?

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  • TomH : you need to preload the file (play it, in fact, on a user click), pause it at 0.1. Then you can start really playing it when the user do something.

  • SketchyLogic : you can ask Ashley to add the support to

    audio.addEventListener('timeupdate',

    to the Audio object. This help to have something sync to the music, by trigerring callbacks on various timecues.

  • Pokemon : you can't send email in Javascript. For the moment, the simplest way to do that is to send an Ajax request to a PHP webmail service...

  • kiyoshi : Technically, it's not canvas based. It's a compositing trick.