[whatwg] Books on canvas
I'm reading this one book, but it's heavy in math equation. And other book seem to have framework--which I'm reducing to avoid using-- and suggestion? I don't mind using a custom class object, as long as I can learn it inside and out. E-S4L N-S4L J-S4L
[whatwg] Bitmap + image = easy hit detect
Does the image map have any effect on canvas? E-S4L N-S4L J-S4L
[whatwg] ctx.skew(x,y);
ctx.skew(x,y); //allow for skew with out transform E-S4L N-S4L J-S4L
[whatwg] CSS on canvas?
Is this true: A future version of the 2D context API may provide a way to render fragments of documents, rendered using CSS, straight to the canvas. This would be provided in preference to a dedicated way of doing multiline layout. E-S4L N-S4L J-S4L
Re: [whatwg] CSS on canvas?
On Sep 20, 2014, at 10:13 PM, Jasper St. Pierre jstpie...@mecheye.net wrote: Rendering DOM elements to a 2d canvas would indeed be a nice feature, but I don't see how it would help with multiline layout. What are you trying to accomplish? Nothing. This is from a book, I'm asking you is it true? There is so much math logic involve in the canvas. It's a challenge to learn. And you most think in a different perspective of what you won't to do. I'm more of a... Teach me the peaces, and let me compose my own puzzle. Do you know of any books that do such a thing? E-S4L N-S4L J-S4L On 20 Sep 2014 20:10, L2L 2L emanuelal...@hotmail.com wrote: Is this true: A future version of the 2D context API may provide a way to render fragments of documents, rendered using CSS, straight to the canvas. This would be provided in preference to a dedicated way of doing multiline layout. E-S4L N-S4L J-S4L
Re: [whatwg] Move RequestAnimationFrame steps into HTML?
Web animation is --to my knowledge-- only for the manipulation of the dom's children element and to some extent the dom itself. What of the canvas? Is there any interest in simplifying or and adding on to the requestAnimationFrame? Like making it a constructor or making Daemon object to better PUI--programmer user interface--? E-S4L N-S4L J-S4L On Sep 17, 2014, at 7:02 PM, James Robinson jam...@chromium.org wrote: On Wed, Sep 17, 2014 at 3:53 PM, Ian Hickson i...@hixie.ch wrote: On Wed, 17 Sep 2014, James Robinson wrote: I'd be happy to do this. I've filed a bug to track it: https://www.w3.org/Bugs/Public/show_bug.I can't speak for the editors of that spec, but I'm pretty sure thcgi?id=26839 https://www.w3.org/Bugs/Public/show_bug.cgi?id=26839 This will actually help substantially with resolving this issue also: https://www.w3.org/Bugs/Public/show_bug.cgi?id=26636 Do you have a log of the issues that are outstanding on this spec? http://lists.w3.org/Archives/Public/public-web-perf/2014Jul/0019.html and http://lists.w3.org/Archives/Public/public-web-perf/2014Jun/0035.html describe two open issues with the spec. The resolutions for both are (I believe) pretty simple and described in those threads. https://www.w3.org/Bugs/Public/show_bug.cgi?id=26440 and https://www.w3.org/Bugs/Public/show_bug.cgi?id=26636 (which you mentioned) are issues that would be a lot easier to resolve if we had the processing model for this system described in one place. The Web Animation spec defines a fuzzy hook into the requestAnimationFrame processing model here: http://w3c.github.io/web-animations/#script-execution-and-live-updates-to-the-model, but that should probably be tightened up as it doesn't specify many details exactly such as the order things happen in different frames or exactly what sorts of things can happen between sampling a WebAnimations animation and running a requestAnimationFrame callback. I believe that the editors (+cc Shane) of that spec would really appreciate having a better model to hook in to in order to precisely define these things. Thanks, - James -- Ian Hickson U+1047E)\._.,--,'``.fL http://ln.hixie.ch/ U+263A/, _.. \ _\ ;`._ ,. Things that are impossible just take longer. `._.-(,_..'--(,_..'`-.;.'
[whatwg] Question on server side api
... Here's a question that will get a huh? Do the browser have an api that is use This is a stupid question Do the browser have an api that I can use to preform --I'm still a novice-- simple server side action? E-S4L
[whatwg] Revive E4X
I am a novice programmer who fell in love with ECMAScript, and XML. I feel in love with xml after I found xqib. I was and still am zeal about it that I push myself to learn xml, xslt, schema(and out of respect DTD). I am currently trying to accomplish two things: One: revive of e4x Two: revive of xqib My proposal for e4x: An interface point of view(short and simple) Change spec name to EDPQO(ECMAScript's DOM Parser Query Object) EDPO acting as a internal representation of the DOM in an ESON(JSON) format All communication with this representation via ESON(JSON) syntax Scrap everything but the methods and properties. Change the XML(); object name to DOM(); to indicate that it's for XML, HTML, XHTML, XSLT, Schema, and the likes(anything that's is base XML. A reference interface object; allowing communication with the document object model through a shallow copy of it via ESON(JSON) syntax: var doc = DOM(); Doc.load(note.xml); Doc.load(page.html); Doc.load(page.xhtml); Doc.load(pageschema.xsd); Doc.load(pagetransform.xslt); All access possible via ESON(JSON) syntax. Allow xPath 1.0 support through the method: xPath(*/expression*/); To use xPath expression to nevigate through the DOM object. Example: doc.xPath(/html/body/p); Remove support for native element via / For example: XML file to be use: note date2002-08-01/date toTove/to fromJani/from headingReminder/heading bodyDon't forget me this weekend!/body /note Example: E4X spec. var Doc=new DOM(); Doc.load(note.xml); ESON syntax: console.log(Doc.body); Along with ESON(JSON) syntax, allow for added method of Number, String, Array, Object, RegRxp. Since data type are automatically wrapped, they should be NO complication of allowing this. A display of a few methods: This /**/note/body**/ is within body element as the last child, after the textNode: Doc[4].body.ps = also, don't forget to bring a jacket; note that body is an object, as note is am array of elements that cannot hold node text. The body.ps adds a new element to body: psAlso, don't forget to bring a jacket!/ps: note !--...-- body Don't forget me this weekend! ps Also, don't forget to bring a jacket! /ps /body /note This /**/note/**/ is after body element: Doc[Doc.length ].concat(psalso, don't forget to bring a jacket/ps); note !--...-- body Don't forget me this weekend! /body ps Also, don't forget to bring a jacket! /ps /note This /**/note/**/ is before body element (note: index 4 is note's child heading element) The following example is the same as: var note = [date,to,from,heading,body]; note.splice(4,0,ps); note;//output: [date,to,from,heading,ps,body]; xmlDoc.splice(4, 0 , psalso, don't forget to bring a jacket/ps); xPath 1.0 for the xPath(); method With attribute, I say to use the xPath(/*expression*/); method to retrieve that via string: date attr=value 2002-08-01 /date Doc.xPath(/note/date/@attr); //xPath 1.0 spec ); Via ESON syntax: /*as the attribute node(object) is a child of the date node(object); it stand to reason that it is also a object within the date object that can only hold text*/ Doc[0].date[0].attr; //value For xqib, please look at this site: http://www.xqib.org/index.php The old e4x program is already written, just need to be extracted to adopt. Mirth connect is an open source that have the e4x still apart of their software. My apologies for and mistake. Thank you for reading. E-S4L
[whatwg] Update and info!
Could/is there [be] a mailing list that send out information on new updates on HTML tags, etc. and more? Please tell!
[whatwg] Bridging between W3C EMCAScript
JavaScripture.com a bridge between W3C EMCAScript. Please take a look, this site make it easy to navigate in W3C and EMCAScript. The only thing it's missing is WHATWG!
[whatwg] This is a proposal for the CanvasRenderingContext2D
This proposal is for the CanvasRenderingContext2D: An outline will be what's goes around the shape, and or line. And will be define as this: ctx.outline(w, h); Detail for syntax above: w = width of the outline, and h = height of the outline. = [none||dotted||dashed||solid||groove||ridge||inset||outset||inherit]; ctx.outlineSize = #; ctx.outlineStyle = [rgb||#hex||name]; The following section is the section that inspire me to write this: This proposal is for the CanvasRenderingContext2D. ctx.bevel= [none||circle||relaxed inset||cross||cool slant||angle||soft round||convex||slope||divot||riblet||hard edge||art deco] This is part of the section above; adding more control: ctx.beveltop(); ctx.bevelbottom(); For thee above section; if you need a visual of this and what inspire me, Feel free to ask. Help to define 3d within a 2d context. This proposal is for the CanvasRenderingContext2D. --- This proposal is for the CanvasRenderingContext2D. Better help with rotation: ctx.rotate3d(1, 2, 3); 1 = none||parallel||perspective||oblique||isometric 2 = y(axis)||x(axis) 3 = ? Above section is not finish. To many choices. This proposal is for the CanvasRenderingContext2D.
[whatwg] Redraft: This is a proposal for the CanvasRenderingContext2D
Redraft: This proposal is more so of defining the edge of a shape, line, etc. define within another set of properties and methods, to not change the current ones. This proposal is for the CanvasRenderingContext2D: An outline will be what's goes around the shape, and or line. And will be define as this: ctx.fillOutline(w, h); ctx.strokeOutline(w, h); Detail for syntax above: w = width of the outline, and h = height of the outline. ctx.outline = [none||dotted||dashed||solid||groove||ridge||inset||outset||inherit]; ctx.outlineSize = #; ctx.outlineStyle = [rgb||#hex||name]; The following section is the section that inspire me to write this: This proposal is for the CanvasRenderingContext2D. To define the look of the outline. ctx.outlineBevel||ctx.bevelOutline||ctx.bevel= [none||circle||relaxed inset||cross||cool slant||angle||soft round||convex||slope||divot||riblet||hard edge||art deco]; This is part of the section above; adding more control: ctx.outlineBevel(top||bottom);|| ctx.outlineBevelTop();|| ctx.bevelTopOutline();|| ctx.bevelTop(); ctx.outlineBevel(); ||ctx.bevelBottomOutline(); ||ctx.bevelBottom(); For thee above section; if you need a visual of this and what inspire me, Feel free to ask. Help to define 3d within a 2d context. This proposal is for the CanvasRenderingContext2D. --- This proposal is for the CanvasRenderingContext2D. Better help with rotation: ctx.rotate3d(1, 2, 3); 1 = none||parallel||perspective||oblique||isometric 2 = y(axis)||x(axis) 3 = ? Above section is not finish. To many choices. This proposal is for the CanvasRenderingContext2D. On Jun 12, 2014, at 8:13 PM, L2L 2L emanuelal...@hotmail.com wrote: This proposal is for the CanvasRenderingContext2D: An outline will be what's goes around the shape, and or line. And will be define as this: ctx.outline(w, h); Detail for syntax above: w = width of the outline, and h = height of the outline. = [none||dotted||dashed||solid||groove||ridge||inset||outset||inherit]; ctx.outlineSize = #; ctx.outlineStyle = [rgb||#hex||name]; The following section is the section that inspire me to write this: This proposal is for the CanvasRenderingContext2D. ctx.bevel= [none||circle||relaxed inset||cross||cool slant||angle||soft round||convex||slope||divot||riblet||hard edge||art deco] This is part of the section above; adding more control: ctx.beveltop(); ctx.bevelbottom(); For thee above section; if you need a visual of this and what inspire me, Feel free to ask. Help to define 3d within a 2d context. This proposal is for the CanvasRenderingContext2D. --- This proposal is for the CanvasRenderingContext2D. Better help with rotation: ctx.rotate3d(1, 2, 3); 1 = none||parallel||perspective||oblique||isometric 2 = y(axis)||x(axis) 3 = ? Above section is not finish. To many choices. This proposal is for the CanvasRenderingContext2D.
[whatwg] Canvas' 2D context + WebGL = 3D context(make for a simple more high level API
Is it not possible to transfer all canvas' 2D feature into WebGL appearance to make a 3D context? Everything the same except that when setting the getCentext, you pass 3D instead of 2D. This will make for a more friendly yet familiar tool to use. Utilizing WebGL with set features as 2D getContext. I believe this proposal is worth looking at and giving thought to; all one would have to do is define the API of 2D context in WebGL to have a easy 3D context, ensnare if I it's limited, or won't showcase the full capability that is WebGL, it'll allow those to take a step toward WebGL by introducing it in a familiar API. var ctx = canvas.getContext(2D); Var ctx = canvas.getContext(3D); By predefining all the feature of 2D context into WebGL to render them in 3D context. By doing so, giving a friendly to use, familiar API to work with, instead of learning a library.(some of us believe in non library programming). Please take interest, or at least thought of mind of this ideal... Seeing that the canvas feature are few, I can't see how hard this would be for an evangelist to complete in an hour or so.
Re: [whatwg] Canvas' 2D context + WebGL = 3D context(make for a simple more high level API
When I think over it... Their will be need or demand of more feature, like light(toLight()), camera(toView() for this one, my than one canvas property and method would need to be combine... Same for the source, matrix; rotate, scale, skew, rgba, or globalaphle, etc.) there is no need to creature new feature from scratch; mixing the feature of the canvas 2D context in 3D centext, will both show case the 2D ability, and simplified understanding as when convert from 2D/3D context to WebGL. Sorry for the grammer mistake, I would be happy to write a draft of this, if anyone interested in it. programming. Sorry for the grammar mistakes. On Jun 9, 2014, at 12:07 PM, L2L 2L emanuelal...@hotmail.com wrote: Is it not possible to transfer all canvas' 2D feature into WebGL appearance to make a 3D context? Everything the same except that when setting the getCentext, you pass 3D instead of 2D. This will make for a more friendly yet familiar tool to use. Utilizing WebGL with set features as 2D getContext. I believe this proposal is worth looking at and giving thought to; all one would have to do is define the API of 2D context in WebGL to have a easy 3D context, ensnare if I it's limited, or won't showcase the full capability that is WebGL, it'll allow those to take a step toward WebGL by introducing it in a familiar API. var ctx = canvas.getContext(2D); Var ctx = canvas.getContext(3D); By predefining all the feature of 2D context into WebGL to render them in 3D context. By doing so, giving a friendly to use, familiar API to work with, instead of learning a library.(some of us believe in non library programming). Please take interest, or at least thought of mind of this ideal... Seeing that the canvas feature are few, I can't see how hard this would be for an evangelist to complete in an hour or so.