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Tag Archives: HTML
Socket.IO Node.js Whiteboard Signature Collaboration Tutorial
Yesterday’s Socket.IO Node.js Whiteboard Quiz Collaboration Tutorial showed us an integration into the Socket.IO Node.js “Whiteboard” (HTML canvas) web application involving textual data, in the sense that we could use the ASCII characters from 32 to 127 (and not many … Continue reading
Posted in eLearning, Event-Driven Programming, Tutorials
Tagged canvas, cookie, cookies, drawImage, Hello World, HTML, IFRAME, image, Javascript, jQuery, local web server, MAMP, node.js, PHP, programming, realtime, setTimeout, signature, socket, toDataURL, tutorial, web server, whiteboard
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Socket.IO Node.js Whiteboard Quiz Collaboration Tutorial
Yesterday’s Socket.IO Node.js Whiteboard Application Primer Tutorial set us up for using the dynamic duo of … Socket.IO … use of sockets Node.js … local web server … to collaborate with one HTML(5) canvas element per client on http://localhost:3000 sharing … Continue reading
Posted in eLearning, Event-Driven Programming, Tutorials
Tagged canvas, cookie, cookies, Hello World, HTML, If this was interesting you may be interested in this too., IFRAME, image, Javascript, jQuery, local web server, MAMP, node.js, PHP, programming, realtime, setTimeout, socket, tutorial, web server, whiteboard
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Socket.IO Node.js Whiteboard Application Primer Tutorial
We’re building on another great Socket.IO Node.js basis web application project (with package.json) by Damien Arrachequesne (of MIT) on GitHub, thanks, called “Whiteboard”, which is a socket based collaborative web application … downloaded and assembled into place on the MacBook … Continue reading
Socket.IO Node.js Chat Application Primer Tutorial
Network sockets are a powerful communication tool for software developers … A network socket is an internal endpoint for sending or receiving data at a single node in a computer network. Concretely, it is a representation of this endpoint in … Continue reading
Posted in eLearning, Event-Driven Programming, Tutorials
Tagged ansible, Chat, deployment, Hello World, HTML, Javascript, jQuery, local web server, node.js, programming, realtime, socket, tutorial, vagrant, web server
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HTML5 Details Summary Primer Tutorial
Today’s “proof of concept” web application features two HTML element types new to when HTML5 came into the picture, namely … details tag … and … summary tag … and wished, now, that I’d looked earlier on into these two … Continue reading
Posted in eLearning, Tutorials
Tagged details, HTML, HTML5, programming, reveal, summary, tutorial
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PHP/Javascript SVG YUI Geometry Tracing Tutorial
We came across another great “Geometry Tracing” functionality possibility the other day. It revolved around using the excellent YUI (by Yahoo) library of Javascript functionality, and we wanted to integrate it into yesterday’s PHP/Javascript SVG Geometry Tracing Tutorial start to … Continue reading
Posted in eLearning, Event-Driven Programming, Games, Tutorials
Tagged algorithm, area, array, background, background image, base64, canvas, cross-browser, cross-browser issues, CSS, data uri, DOM, Firefox, game, games, geometry, HTML, HTML5, IFRAME, integration, Javascript, mathematics, PHP, push, software integration, SVG, tracing, utf-8, XML, YUI
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PHP/Javascript SVG Geometry Tracing Tutorial
The tutorial today is about software (web application) integration that is value adding but in an optional way. The software integration is between … the supervising PHP/Javascript SVG Colour Picker Tutorial‘s PHP and Javascript web application‘s SVG_Primer.php changed in this … Continue reading
Posted in eLearning, Event-Driven Programming, Games, Tutorials
Tagged algorithm, area, array, canvas, cross-browser, cross-browser issues, CSS, data uri, DOM, Firefox, game, games, geometry, HTML, HTML5, IFRAME, integration, Javascript, mathematics, PHP, push, software integration, SVG, tracing, XML
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The Hello World starting point makes it easier to separate project setup from asset problems. A useful follow-up would be importing a small sprite sheet and checking frame dimensions, ordering and padding before adding animation logic. Previewing the individual frames first can help identify whether a problem comes from the artwork or from the engine configuration.