Pode's Recent Forum Activity

  • Ashley, 0plus1 : I used rc = '';because I read somewhere that for V8 (WebKit JS engine), it help the GC to catch faster the image to delete (the one referenced there before), but I can't find the reference anymore.

    I have updated the plugin, and I'm going to post it in a few minutes.

    One a problem that I have is that when you inject an image, you are 'loading' it (regarding the way the browser deal with it). And before loading it, you don't know its width/height.

    I added some code to specify the width/height of the Sprite container (not the underlying IMGElement width/height), because I can't manage to force the browser to update the image when I set those.

    With the new build, 0plus1, can you test and say if you still have the problem (I have tested it on FF 11, Chrome 16+, Opera 11+ and iOS5.1). I don't have any device with iOS < to 5 now, so I can't test it on that, neither on Andro?d.

    See you in the other thread <img src="smileys/smiley2.gif" border="0" align="middle" />.

  • 0plus1: I suppose that when the ratio aspect changes, it invalidates the width/height values. I'm going to add a check before, to rewrite those values based on the new aspect ratio.

  • Mulkaccino : it's easy ! For example, in the demo I posted in the original post, you can, in one of the two textboxes, paste the URL of an image, and click on "Inject", and voil� !. <img src="smileys/smiley1.gif" border="0" align="middle" />

    0plus1: it's strange. I didn't heard of any particular quirk or bug from the iOS Webkit build with the onload() event. I'm going to check that tomorrow. If it's a bug, I'm going to try a false 'click' event to resolve that.

  • Wishy : I answered your post, and added the info to the original post of this thread.

  • Wishy: in fact, the problem lies in the way Chrome handles base64 string. There's a buffer overrun somewhere. If you can use it like that in your application, you can inject an URL directly instead of using a base64 string, it works.

    I know the plugin is mine, but I can't change the way browser behave...

  • Savvy001 : do you mind if I check that next week ? I won't be able to do that this week-end.

  • Joe7 : in the "Your Creations" subforum, I posted a demo of a future plugin with WebGL effects (the exact one from which the screenshot is posted in this topic).

    I managed to extract the webgl texture as an image, and to inject it in the Sprite.

    I won't be able to look your code this week-end, but I can check that next week if you want.

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  • It's going to be a bit faster to load (less handshakes with the server to get files), but at least on mobile, it's going to kill performances for every dimensions over 1024 (several 1024x1024 tiles are then going to be created for the GPU by the browser).

  • As answered in the other thread, you can't send email with JS.

    If you want to use Ajax, you need to have a php page on the other end receiving the call and sending a mail after that.

  • septeven : you can use XHR2 instead of XHR only. I know that XMLHttpRequest Level 2 allows for cross domain exchange. However, I suppose that the Ajax calls made by C2 are XHR1 only. Either ask Ashley, or you need to create a small plugin <img src="smileys/smiley2.gif" border="0" align="middle" />.

  • lucassss : yes, you can mix it with a Java applet on the client side. A typical Java applet can't access the filesystem or build a mail sending server, for sandbox reasons. However, you can use a JNLP applet to do that. The user still need to allow it to run and access things outside the sandbox (but at least, it's possible).

  • To help with the debug, do you have the same problem with an mp3 ?

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Pode

Member since 3 Sep, 2011

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