Just thought of making a list of -webkit
(Chrome, Safari) css properties that mostly affects mobile user experience – iOS, Android, etc.
Continue reading “List of Webkit CSS Properties for Mobiles”
Web and Mobile Development articles
Just thought of making a list of -webkit
(Chrome, Safari) css properties that mostly affects mobile user experience – iOS, Android, etc.
Continue reading “List of Webkit CSS Properties for Mobiles”
Long title, but then I felt like specifying parts of what I’ll be covering in this post. Anyway, so I’ll start by a not-so-common issue that some of us have encountered, which is, how to move the input caret (sometimes referred to as the keyboard cursor) to the end of an input field or a textarea on focus.
HTML5 brings us the placeholder
attribute using which we can set default text on an input field or a textarea that goes away when you focus in the field and then write something. What about placeholders for select
dropdowns ?
Continue reading “Strategies for Select Dropdown Lists Placeholder”
I am building a Node.js application where I want the users to be able to signup with their twitter credentials rather than remembering another set of username/pasword. My framework of choice is Expressjs, so I’ll quickly show you how to authenticate the user with twitter’s oauth service in it.
Continue reading “How To Use Twitter OAuth with node-oauth in your Node.js / Express Application”
Few days ago, I wrote a post about why time based animations are better than frame based animations. However, in animations done as a function of time, some serious problems could arise. One of them is that your regular collision detection techniques might fail if the frame rate is lower than acceptable. Your object might pass through the walls or even fall through the floor!
So you got into Web Based Animations or Games (using that HTML5 thingie) and chances are high that you’re relying on setInterval
, setTimeout
or even better – requestAnimationFrame to reflow and repaint your frames (fancy terms for rendering each animation frame). Precisely, you’re basing your animations or game mechanics on the frame rate. There’s nothing wrong with that, but let me show you a more sophisticated approach which can actually enhance all sorts of user experience – time based animations.
Continue reading “Time Based Animations in HTML5 Games: Why and How to Implement them”
So I coded a game this month for the github game compo called “Pappu Pakia“. This is my first HTML5 Game with beautiful graphics by Kushagra. When I was finished with the coding part, it was pretty exciting until I played it a few times when my CPU was busy, then on an old laptop and finally on a mobile device. In all the cases it was laggy, except in the last one where it was super slow. So what do we do now ? Time to Optimize!
Continue reading “Optimizing HTML5 Canvas to Improve your Game Performance”