As Jeff points out, Storage is supported in GWT today. Storage is the
HTML5 key/value pair datastore and has a 5mb limit (unless you are
installed via the Chrome Web Store).
John LaBanca has a good overview (that is pretty entertaining) here:
http://www.youtube.com/watch?v=KEkR1ox_K10
We don't cu
Angry Birds for Chrome has the same use-case you mention, and runs on
AppEngine.
--
You received this message because you are subscribed to the Google Groups
"Google Web Toolkit" group.
To view this discussion on the web visit
https://groups.google.com/d/msg/google-web-toolkit/-/WrffSMhnIjkJ.
The SimpleAppCacheLinker found in the mobile web app is very simple and
caches all permutations of the JavaScript output in the app cache manifest
file. The proper way to handle this is to do selection server-side and only
deliver the relevant app cache manifest file with just a single JS
artif
Hey Jeff,
We initially had a custom image bundle that produced large base64-encoded
sprite sheets, and that did work--we just created an image with the base64
result and used it that way. Sadly, there are some memory issues with IE9
that prevent this from being feasible because IE ends up copyi
Good point, it's an unfortunate situation :/
The way I've handled this is to add the image to the page after adding the
load handler:
// add event handler
yourImage.setVisible(false);
RootPanel.get().add(yourImage);
If you're waiting on hundreds of images to load, you may want to consider
eithe
Hi Markus!
You certainly can do this. Just add an onload handler to your image and only
use your image after it has been loaded.
For example:
yourImage.addLoadHandler(new LoadHandler() {
public void onLoad(LoadEvent event) {
// free to use your image now!
}
});
Philip
--
You receiv
Dennis,
GWT's Canvas wrapper should be fully supported in IE9. There's a demo of it
in action (with source) here: http://gwtcanvasdemo.appspot.com
One thing to try--do you have at the top of your html file?
Without it, IE9 will switch to various previous rendering or document modes.
Philip
-
Hi Sean,
It's definitely not the cleanest code for understanding! The magic happens
in lens.java::draw(backbuffer, frontbuffer). What's happening is the lens
calls:
front.drawImage(back.getCanvas(), 0, 0);
which copies (blits) all the pixels from the back to the front. The
backbuffer is never a
Did you try using the onload event in GWT, like you did in the JS?
For example:
public class MyTest implements EntryPoint {
public void onModuleLoad() {
final Image testImg = new Image("http://i.cdn.turner.com/
cnn/.element/img/3.0/global/header/hdr-main.gif?nocache=" +
Math.random());
R
You are probably trying to play an unsupported format :)
Firefox 3.6 doesn't support mp3. You can use audioEl.canPlayType() to
detect the available formats like so:
[... snip ...]
AudioElement audioEl = audio.getAudioElement();
audioEl.setAutoplay(true);
if (!audioEl.canPlayType("audio/mpeg;
Because of the difficulty of supporting IE6 fully via VML (including
text, etc.) and still having reasonable performance, there aren't
plans to support it at this time.
The new Canvas implementation in GWT should have complete support
across FF3.5, Chrome, Safari, and IE9, but there isn't a fallba
<http://code.google.com/p/google-web-toolkit/issues/detail?id=5741>o
r others.
Please give it a try and let us know what you think.
Thanks,
Philip Rogers on behalf of the Google Web Toolkit team
--
You received this message because you are subscribed to the Google Groups
"
As a best practice, it is usually best to "unwrap" (call
safehtml.asString()) as close to the value's use as possible. When
migrating you can replace many String occurrences with SafeHtml, and
widgets provide SafeHtml-aware methods that will automatically handle
your SafeHtml object. The toSafeStri
Glad to hear you like SafeHtml!
In order to prevent various attacks, you have to check for much more
than just script tags. For example, the following can cause javascript
to be interpreted and would get by a
14 matches
Mail list logo