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This is a desktop supporting HTML and branding MyModernWeb.com as a company who stands behind HTML5 completely.
scale3d() and .style.zoom tricks to make content fit a wide range of viewport sizes. It actually works pretty well.
See also, Building Flickr's new Hybrid Signed-out Homepage on the Flickr Code Blog.
"Timeline" view.
A few expensive image decodes and resize operations, but the page is quite smooth overall in terms of scroll performance.
I noticed in Safari that I was getting some pretty severe jank (lag) when firing the machine gun in this web-based game prototype, so I started digging.
It wasn't DOM manipulation, className changes or node removal - turned out it was cloned audio resources being freed from memory after playing, and garbage allocation interrupting the game animation pretty severely in Safari (and Webkit nightly) every so often.
Using standard HTML5 audio, you can't do "multi-shot" - each audio object is single-fire and monophonic. Thus when a machine gun fires, SM2 clones the Audio() instance to make a new object that can play independently, with its own timeline and events.
These screenshots are from Chrome DevTools. Interestingly, Chrome was less-affected by this issue despite having notably-larger GC events as well. I'm not sure how long Safari was taking, but it felt like up to 1 second in Safari 6 in some cases.
In the first case, the GC event is for 9.3 MB and takes 25 msec - blowing the 16 msec / 60fps ideal framerate budget.
In the case where audio is muted and inactive, the first GC event to happen is for 3.6 MB and takes 1.9 msec.
As Mythbusters' Adam Savage would say, "Well there's your problem!"
The solution to this is to simply create a pool of sound objects and rotate through them, if the play() rate is such that the sounds would need to overlap. While this will consume more memory (if not shared/reused by the browser) up front, it should prevent a lot of dynamic memory allocation and resulting expensive garbage collection events.
In fact, most sounds (like machine gun fire) are short enough that multi-shot is not even needed.
Maybe those guys were right about writing JavaScript more like C++ after all, static and all that.
Another example from Ernest Delgado, a developer at Google who created this impressive example of image manipulation in a canvas. Note that canvas JavaScript objects can be nested.
www.ernestdelgado.com/public-tests/canvasphoto/demo/canva...
with HTML5 for Flash-less audio!
In the web app, select the gear icon at the top right and select Labs.
Since I took this screenshot they have added Chromecast Fireplace Visualizer.
To commemorate the fact that HTML5 has been renamed HTML and the HTML spec can now be considered a ‘living standard’
For about two decades, Adobe Flash was the only means of creating motion graphics for digital signage. However, this has changed in the past few years due to the introduction of HTML5. One advantage of using HTML5 digital signage is that it offers creators a universal platform. It can run ads...
digitalsignagepress.com/blog/html5-digital-signage-solution/
Finally released as an experimental feature, a month or two in development: HTML5 Audio() support for my JavaScript Sound API, with SoundManager V2.96a.20100520. (Progress from the prior dev version.)
This is the first time this API has had the capability to be 100% Flash-free, and I have to say, it's a rather liberating thought. It's shown here working on the iPad; it may be playback or wifi that's a bit sluggish to get going. The Palm Pre also works, which is a good indication of where mobile devices are going with this stuff.
There are some bugs and inconsistencies in support across differing browsers and platforms, but I expect those to be ironed out over time. This is part of the reason why the feature is experimental, not to mention the fact that user testing in the real world is part of where I get some of the most, and best, bugs found and fixed. ;)
Also on the Githubs:
Studio Suite
Utilizing tools that the director has at hand, the Studio Suite is the system that can run a full production show. Utilizing some of the same software as the Filmer's Suite but adding the ability to synchronize video feeds from different camera sources, automatic color correction between cameras with video sync, works with virtually any camera, WIFI compatibility with audio and video sources and/or direct network, connection to other video sources over the Internet, can be used for presentation displays, record up to 3 HD sources at one time per server, clear slo-mo playback expansion packs depending on camera specs, adaptable to any type of usage, and works with Office 365 SharePoint or any SharePoint setup by using custom templates that can be installed and work with this suite.
Low Cost
Software for server should be low, no more than $99 per server and license, $299 for pro pack expansion (to be decided later).
Mobile phone software should be free, but cannot be used with the main software or access to the Office 365/SharePoint account. FREE
AnyCam Amateur Rack - connects any camera or video sources, transmitting via WIFI or network to the server. $99
GUEST Smartphone video can be synced with file-name entries and time code. FREE
- a separate mobile phone download can be used for this setup if a guest smartphone cam is used. FREE
Remote Tripod will connect to the AnyCam Amateur Rack or SereDev compatible cameras. $129 for amateur, $299 for pro.
SereDev cameras can cost anywhere between $399 and $10,000 depending on feature, manufacturer, and cost.
AnyCam Pro Rack can connect to the camera controls for remote camera use. $199
A mic can be instantly wireless via WIFI with WIFI Audio connectivity.
A/D inputs can be used with use of third party devices, we will help set this up if needed.
Lights
Compatible with DMX controllers.
Music
If there is a band who uses USB keyboards and devices, no need to mic the instruments. MIDI wireless and USB wireless can be used to control just about any sound pack available. The performer can use a tablet or smartphone to change sound, voice, pitch, and effect, or it can be programmed to follow a beat that can be preset to change automatically for concert venues.
Compatibility
Even though Windows Phone 8 and Windows 8 tablets will be the selling point for this, the software utilizing HTML5 can be used on iOS devices and Android.
Smartphones
Limited control to the entire studio depending on the permissions settings in Office 365/SharePoint site.
Tablets
Full controls utilizing the touch screens to control audio, lights, video switching, etc. Depending on budget, multiple tables can be used as switch boards.
Analog Control Feel
Also USB controlled mixing boards and light boards can also be used for those who are into knobs and levers.
Venues
Churches, concerts, live events, studios, etc.
WIFI
Settings up a chain of WIFI nodes may be needed for large venues making sure that the WIFI is covered. Traditional WIFI should be okay. Commercial WIFI will be provide more security. For smartphone broadcast and sharing from guest, a separate WIFI can be setup for open WIFI to capture guest video live.
Guest Smartphone - for live events, this will be a cool feature. If a user is directed to an app store, utilizing Microsoft Tag app link, it will direct the user to the downloads page to their OS app store. It will be a Guest Smartphone App. After installing the app, there will be a prompt asking the user to remind of uninstall in a set amount of hours. On a large sign at the live venue, all the user has to do is connect to the local WIFI. It will be recommended that the WIFI is connected to the Internet so to not cut off the users normal data. If the public WIFI is not available, then a QR Code can then be used to direct the users to a launch file that will launch the app. The video is then recorded into the phone's SD card where the default location for storing video is set and transmitted to the server. The server can record all video coming from the camera directly. If the director chooses, the director can place the video live in the feed.
In editing, because three HD feeds can be recorded at the same time, the director can always edit out the footage without pain because of the synced time code within the video file itself.
This fascinating 10-second clip (sarcasm) shows an example of SoundManager 2 + HTML5 audio stress test pages running side-by-side on an iPad and iPhone. I'm trying to figure out when and what may cause the dreaded "cannot play movie" error dialog sometimes shown.
The process roughly involves new Audio().src = 'foo.mp3?rnd='+Math.random() being assigned, and then at onfinish(), the process is repeated until the browser (or device) barfs with "cannot play movie" after running out of memory(?) or other resources.
The buttons are provided as a way of starting the sound create-play loop again, should it stop for some reason. On iOS4, sound playback must be user initiated and if new sounds are to be created and/or played, they must be chained via the prior sound's finish event.
The point is to try to determine what kind of limits (RAM, number of objects, amount of requests/loads) are eventually being hit and causing the strange error.
The iPad made it to 135 plays in this case, and the iPhone (a 3GS with iOS 4.1) has finally appeared to have crapped out (albeit the sound stopped, but no error dialog) at 279. Starting playback again via tapping a button gave out at 291, no dialog.
With the iPad, once failed, subsequent reloads of the page immediately fail to play audio and show the modal error dialog. The iPhone seemed to clean up after itself and was responsive after a reload of the page.
Screenshots from the new Yahoo Mail, HTML5 versions for mobile browsers on tablets and smartphones, like the the iPad or iPhone.
This photo is licensed under a Creative Commons license. Please credit Rob Larsen with a link to Drunkenfist.com, if you use this photo anywhere. Thanks.
Murray Maloney hosted a lunch BOF around the theme of W3C's HTML5 work,
tooling and community. These are my notes from the discussion when I asked Ian Hickson what would help make his HTML5-editing life easier; photo by TimBL.
Corrections, clarifications from participants are welcomed via Flickr comments or email to danbri@danbri.org (ideally cc:'ing the public www-archive@w3.org archiving list).
Transcribing and slightly augmenting my notes from TimBL's photo of my lunch scribbles:
[[
Editors, more of them.
(there is a list of desired talents somewhere, from Ian).
Testing, QA infrastructure
(discussion of when this becomes most useful/urgent)
Tooling:
track every email, figure out its category, section, related posts, issues, links, ... feedback, ...
Volunteers to help at checkin point, ... documenting rational, links to wiki and issue tracker(s), when the document goes in. Or even when a change was
*not* made (and why).
(TimBL talked about issue/release tracking in Tabulator)
Mailing list discussion: Ian noted that things are split fairly evenly between the W3C HTML list and the WHATWG list. Ian tracks both without preference. There are slightly different cultures and expectations across each. The core HTML5 people tend to now initiate things on the W3C list.
'tool for +1-ing?' --dbaron
Ian: WHATWG has voting on whatwg / issues
Ian: also I'd like a more flexible license on the doc; people want (a) to be
able to copy from the spec into code (b) allow risk of a fork. The possibility
of this happening keeps people focussed. Re license, DanC has action to follow this up, and expressed some optimism.
]]
HTML5 APIs Will Change the Web… And Your Designs
Jen Simmons, Designer
For the last twenty years, we have been creating websites from inside of a certain set of constraints—inside the limits of the technology that runs the web. We became so used to those constraints, we stopped thinking about them. But HTML5 changes many of these limits. The new HTML specs define a lot more than markup—there’s a lot about databases, communication protocols, and how websites & browsers talk to each other. It’s radical stuff that will redefine the creature formerly known as the “web page.” In this talk, Jen will walk us through the new possibilities created by HTML5’s APIs and how they will shape the web of the future.
"For many out there HTML5 is nothing more than an acronym to use during some geek conversation in order to show off some pretending modern knowledge. This is probably what happened here as well at the very beginning of our recent web challenge: "...come on guys, let's buzz!!!"
Mobile HTML5 Development is extremely challenging and exciting but it can also be frustrating if we don't keep in mind problems and solutions never faced in the Desktop Web. Dealing with standards not complete yet, fragmented builds of the same product, facing both weakness and potentials of these portable devices, this is just a slice of what we are doing on daily basis in Nokia R&D.
This talk is about main technical problems, solutions, and goals achieved while we were building our online Maps application and we hope to inspire and give useful tips to anybody that is dealing with building HTML5 apps for iOS and Android."