21 May 2012

The Tech Reflector

 
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We now support temporal media URIs for HTML5 video .

Network

We've changed the way we handle semicolons during URL parsing

We no longer pop up a download dialog bog when a server returns no data and instead show a corrupted content error, to match other browsers.

We've made some minor protocol fixes to WebSockets

If you include an empty disposition type it's treated as an "attachment"

We don't …

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By Robert Nyman of Robert's talk 8 months ago.
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First idea was to publish these posts on a regular schedule, but I've realized now it will be when I have enough good links (and time . Tons of links now, so, here goes - another issue of Robert's read!

Tip: remember, you can always find all my reading suggestions in the Robert's read category

Robert's read for September 30th 2011

Here are the links from the latest two weeks:

SlideShare moves to HTML5 from Flash

How to help your parents, minimal effort needed

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By Jacob Seidelin of Nihilogic 8 months ago.
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…my first book, titled HTML5 Games - Creating Fun with HTML5, CSS3 and WebGL . It's all about HTML5 and related technologies and how they can be utilized in the context of game development on the Web and on mobile devices. It's not out yet but it should be in a few months. Amazon links further down.

Here's a short blurp about it, made by Wiley (my publisher):

Discover new opportunities for building 2D and 3D games with HTML5

The newest iteration of HTML

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On DailyJS 8 months ago.
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enchant.js

enchant.js ( GitHub: wise9 / enchant.js , License: MIT or GPL ) from Ubiquitous Entertainment Inc. is a new game engine that uses HTML5. It supports events, sprites, sounds, scenes, maps, and a whole host of other game-management classes. It also supports controls for touchscreen devices.

The game engine itself is designed around events, so from what I can tell it's mostly asynchronous. There's a plugin system for extending the engine itself, and some sample images are included which includes some font sprites.

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On DailyJS 8 months ago.
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…point execution will continue to call the original require function.

Conclusion

This example only illustrates loading scripts by inserting script tags. There's no way to control the order the scripts are executed, and there isn't any HTML5 support.

This code can be found in commit 2450ee3 .

References

LAB .src.js

Loading Scripts Without Blocking by Steve Souders

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HTML5 application frameworks ( HTML5 Silicon Valley) (September 13, 2011 in Mountain View, CA, US)

Test-Driven Development with Node.js ( Node.js SF) (September 13, 2011 in San Francisco, CA, US)

Lightning Talks on Sencha Touch, multiplayer.js and Tales from Node Knockout (GamesJS) (September 14, 2011 in San Francisco, CA, US)

dojoconf (September 16, 2011 in Arlington, VA)

Webkit UI performance, Angular.js (Bayjax) (September …

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By Michael Mullany of Sencha Blog 8 months ago.
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Windows 8 and Internet Explorer 10. We wanted to share our first impression of the HTML5 experience. Simply put, (and with the caveat that we were running on the notably overpowered developer preview hardware) the IE10 HTML5 experience is one of the best we've seen on any platform to date. After a decade of web neglect, Microsoft is back with a vengeance.

The Windows 8 Web Platform

Before we go into the details of HTML5 support in Win8/IE10, it's probably worth …

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Web app with an off-line experience. Here is a quick introduction to HTML5 caching , a core concept to building a standards based Web Application with disconnected support.

If you want to read more tips or discuss the web with Joe, he's available on Twitter as @ MisfitGeek .

Rob Hawkes

WebGL and HTML5 Challenges For The Future is an interesting look at some of the important features that need to be supported for HTML5 and JavaScript

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By Robert Nyman of Robert's talk 8 months ago.
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…closed platforms have created great things, but I would say the evolution the last couple of years with HTML5 and CSS3 features and how web browsers are improving everyday is fantastic, and it continues to do so in a rapid way. And while improving, it is also about giving users choice: not to tell them what to use or how to access it, but instead offering end users to choose their own tools, and to combine them any way they see fit.

One rendering engine? Yeah, that worked out great last time …

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