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This video shows the synchronization of video playback with JS/CSS/HTML-driven effects. As the video plays and its currentTime property reaches given values, JS functions are fired that do the work of applying overlays with filtered background images.
See also, Building Flickr's new Hybrid Signed-out Homepage on the Flickr Code Blog.
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.
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:
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.
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.
To commemorate the fact that HTML5 has been renamed HTML and the HTML spec can now be considered a ‘living standard’
Ifive X2 Tablet PC Android 4.1 RK3188 Quad core 2GB 32GB 8.9 inch IPS Screen
Ifive Tablet PC develop and produce leading functional tablet PC products. Ifive Tablet PC is supported by numbers of the country's top quality material suppliers, strong and solid manufacturing team and consisting of experienced engineers in the purse of excellent product with high quality performance, stable functionality, trendy outlook, users friendly platform. "The pursuit of excellence with embracing sense of fashion" is the brand philosophy and basis of our product development and manufacturing criteria.
The FNF Ifive X2 is a wonderful quad-core tablet PC with high performance, powerful functions and stylish design. It adopts Android 4.1 OS, and is powered by Rockchip RK3188 Cortex-A9 quad-core 1.6GHz CPU, Mali-400 MP4 GPU and 2GB DDR3 RAM to ensure its running more stably. 8.9-inch 1920*1200 pixels IPS screen with full viewing angle and 10-point capacitive touch design will bring you exquisite visual enjoyment, and also make your operation more conveniently.
It supports WiFi, external 3G and Ethernet networks for surfing internet, and also supports wireless Bluetooth for data transmission. With a HDMI output, you can transfer the videos/photos in the tablet to your HDTV and share them with your families and friends. Besides, it has a 2.0MP front camera for self capturing and enjoying online video chat, and a 5.0MP back camera with auto focus for shooting interesting things and moments.
Model: Ifive X2 Tablet PC
Color: White
Shell Material: Aluminum alloy
Operating System: Android 4.1
CPU: Rockchip RK3188 Cortex-A9 quad-core 1.6GHz
GPU: Mali-400 MP4
RAM: 2GB DDR3
ROM (Nand Flash): 32GB
Expansion Memory: Support micro SD/TF card up to 32GB
Keyboard Type: Virtual keyboard
Input Mode: Handwritten and keyboard input
SIM Card: One SIM card one standby
Ifive X2 Display Screen
Screen Size: 8.9-inch
Screen Type: IPS, capacitive 10-point touch screen, 255PPI
Resolution: 1920*1200 pixels
Visible Angle: 178 degree
G-sensor: Support
Ifive X2 Data Connection
GPS Navigation: NO
Wi-Fi: Support, IEEE802.11b/g/n
3G: Not built-in, supports external USB 3G Dongle
Ethernet: Support external Ethernet Dongle
Bluetooth: Support Bluetooth V2.1(Support wireless Bluetooth for data transmission, support wireles Bluetooth mouse and keyboard for easy operation, and also support Bluetooth headset for listening to music)
USB: Support USB 2.0 high speed data transmission
Ifive X2 Main Functions
Camera: Dual camera, 2.0 million pixels front camera, 5.0 million pixels back camera with auto focus
Video Output: Support 1080P HDMI output
Audio Player: Support MP1, MP2, MP3, WMA, OGG, APE, FLAC, WAV, AC3, AAC, AMR, DTS, RA, M4A formats
Video Player: Support AVI, RM, RMVB, MKV, WMV, MOV, MP4, DAT(VCD format), VOB(DVD format), PMP, MPEG, MPG, FLV, ASF, TS, TP, 3GP, MPG formats
Image Browser: Support JPG, BMP, GIF, PNG formats
E-book: Support UMD, TXT, PDF, HTML, RTF, FB2 formats
Sound Recorder: Support, built-in microphone for long time sound recording
Flash: Support Flash 11.1
HTML5 Online Video: Support
Game: Support 3D gaming with built-in 3D accelerator
Office Software: Support Microsoft Office Word, Excel, Powerpoint
Android Market: Support
Other Applications: Browser, UC browser, Clock, Calendar, Calculator, Gallery, AppInstaller, WPS Office, Mobile QQ, Email, Gmail, etc
Ifive X2 Interfaces
Audio Interface: 1 * 3.5mm earphone jack
Video Interface: 1 * mini HDMI output
USB Interface: 1 * micro USB jack/OTG port
Memory Card Slot: 1 * TF card slot
Others
Speaker: Support, built-in speaker
Microphone: Support, built-in microphone
OTG Function: Support to connect USB mouse, USB keyboard, external 3G USB Dongle, U-disk, mobile HDD and other external USB devices
Battery Type: Built-in 3.7V 7000mAh rechargeable lithium battery
Work Time: Up to 5-7 hours
OSD Language: English, German, French, Italian, Spanish, Portuguese, Czech, Danish, Dutch, Norwegian, Polish, Roman, Latvian, Lithuanian, Slovakian, Slovenian, Finnish, Swedish, Greek, Hebrew, Indonesian, Malay, Vietnamese, Turkish, Russian, Ukrainian, Arabic, Thai, Korean, Japanese, Simplified Chinese, Traditional Chinese, etc.
Ifive X2 Package including:
1 * FNF ifive X2 Tablet PC
1 * USB Cable
1 * Power Adapter
1 * User Manual
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...
It’s been over 20 years since Tim Berners-Lee and Robert Cailliau specified HTML, which became the standard markup language used to build the Internet. Ever since then, the HTML development community and developers now at Trendism have begged for improvements to this language, but this cry was m...
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.
"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."
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.
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.
]]