SlideShare a Scribd company logo
A more Flash like web?
Murat Can ALPAY
linkedin.com/in/mcalpay
mcatr.blogspot.com
● What to present?
● HTML5?
● Software Dev.?
VS?



● A fair comparison?
Content
●   History
●   JavaScript
●   Canvas
●   Audio
●   WebSocket
●   Offline
Why a new HTML?

  ●     games?
  ●     video?
  ●     3d?
  ●     ...




http://net.tutsplus.com/articles/general/a-brief-history-of-html5/
HTML5 Chronology
  ● 2004
        ○ WHATWG (Apple, Mozilla, Opera)
  ● 2006
        ○ W3C XHTML
  ● 2008
        ○ First release
        ○ Firefox 3, and others
  ● 2010
        ○ Steve Jobs vs Flash
  ● 2014
        ○ Final


http://net.tutsplus.com/articles/general/a-brief-history-of-html5/
W3C (HTML5 Chronology)
  ● XHTML 2.0
        ○ No Backward Compability!
        ○ Strictly XML




http://net.tutsplus.com/articles/general/a-brief-history-of-html5/
WHAT WG
  ● 2004 W3C Workshop
  ● Backward Compatible
  ● Detailed Spec.
        ○ Non Strict HTML Parser




http://net.tutsplus.com/articles/general/a-brief-history-of-html5/
“The Web is, and should be, driven by technical merit, not consensus. The
       W3C pretends otherwise, and wastes a lot of time for it. The WHATWG
                             does not.” – Ian Hickson
                               Benevolent Dictator for Life

     <time> incidence




http://net.tutsplus.com/articles/general/a-brief-history-of-html5/
Jobs vs Adobe
 ● November 2011
        ○ Adobe: No Flash for Mobil and TV




http://en.wikipedia.org/wiki/Adobe_Flash
HTML5 Today
● Youtube HTML5 test
  ○ http://www.youtube.com/html5


● Mobile
  ○ Amazon
HTML5 Browser Support
JavaScript ?
● Minecraft
● Quake 3
● Cut the rope




                 JS
Minecraft in JS




                  JS
Quake in JS
http://media.tojicode.com/q3bsp/




                                   JS
Cut The Rope
http://www.cuttherope.ie/dev/
● Performance
  ○ 37 - 62 FPS




                                JS
JavaScript ?
for(i = 1; i <= 3; i++) {
      print();
}

function print() {
      for(i = 1; i <= 3; i++) {
           console.log(i);
      }
}




                                  JS
JavaScript ? (var)
for(var i = 1; i <= 3; i++) {
      print();
}

function print() {
      for(i = 1; i <= 3; i++) {
           console.log(i);
      }
}




                                  JS
JavaScript ? ( ?, var)
for(i = 1; i <= 3; i++) {
      print();
}

function print() {
      for(var i = 1; i <= 3; i++) {
           console.log(i);
      }
}




                                      JS
JavaScript ? (var, var)
for(var i = 1; i <= 3; i++) {
      print();
}

function print() {
      for(var i = 1; i <= 3; i++) {
           console.log(i);
      }
}




                                      JS
JavaScript ? (Tools)
● Chrome
  ○ Developer Tools


● Ant Scripts




                       JS
Canvas
● Low level graphics lib.
● 2D
● 3D
  ○ WebGL
  ○ Three.js
Canvas (Context)
<canvas id="canvas" width="800px" height="600px"/>

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
Canvas (Rectangle)

ctx.fillStyle = "red";
ctx.fillRect(50,50,400,300);
Canvas (State)
for(var i=0; i<data.length; i++) {
   ctx.save();
   ctx.translate(40+i*100, 460-dp*4);
   var dp = data[i];
   ctx.fillRect(0,0,50,dp*4);
   ctx.restore();
}
Canvas (Gradient)
var grad = ctx.createLinearGradient(0, 0, 800, 600);
grad.addColorStop(0, "red");
grad.addColorStop(1, "yellow");
ctx.fillStyle = grad;
Canvas (Path)
ctx.beginPath();
...
ctx.moveTo(x1,y1);
ctx.lineTo(x2,y2);
ctx.lineTo(x3,y3)
ctx.closePath();
Canvas (Image)
var spaceImg = new Image();
spaceImg.src = 'space.png';
ctx.drawImage(spaceImg, 0, 0);
Canvas (Edit an Image)
var img = new Image();
img.onload = function() {
  ctx.drawImage(img,0,0);
  var data =
  ctx.getImageData(0,0,
     canvas.width,canvas.height);
...
  ctx.putImageData(data,0,0);
}
img.src = "space.png";
Canvas (Text)
ctx.fillStyle = "white";
ctx.font = 16 + "pt Arial ";
ctx.fillText("fps :" + Math.floor(1000 / diffTime), 10,
20);
Canvas (Mouse Events)
canvas.addEventListener('mousemove', onMousemove, false);
canvas.addEventListener('mousedown', onMouseclick, false);

function onMousemove(ev) {
    var x, y;
    if (ev.layerX || ev.layerX == 0) { // Firefox
        x = ev.layerX;
        y = ev.layerY;
    } else if (ev.offsetX || ev.offsetX == 0) { // Opera
        x = ev.offsetX;
        y = ev.offsetY;
    }
}
Canvas (Animation)
window.requestAnimFrame = (function () {
    return window.requestAnimationFrame ||
            window.webkitRequestAnimationFrame ||
            window.mozRequestAnimationFrame ||
            window.oRequestAnimationFrame ||
            window.msRequestAnimationFrame ||
            function (callback) {
                window.setTimeout(callback, 1000 / 60);
            };
})();

window.requestAnimFrame(drawIt);
Audio
● 3D Positional Audio
Audio (Basic)
var actx = new window.webkitAudioContext();
var request = new XMLHttpRequest();
request.open('GET', '/blast.wav', true);
request.responseType = 'arraybuffer';
request.onload = function (ev) {
   actx.decodeAudioData(ev.target.response, function (buffer){
       var source = actx.createBufferSource();
       source.buffer = buffer;
       source.connect(actx.destination);
       source.noteOn(0);
   });
};
request.send();
Audio (Gain)
function playSource(buffer, gainVol, loop) {
    var gnode = actx.createGainNode();
    var source = actx.createBufferSource();
    source.loop = loop;
    source.buffer = buffer;
    source.connect(gnode);
    gnode.connect(actx.destination);
    gnode.gain.value = gainVol;
    source.noteOn(0);
}
Audio (AudioPannerNode)
function playPositionalSource(holder, src, dest) {
    var gnode = actx.createGainNode();
    var source = actx.createBufferSource();
    source.buffer = holder.src;
    var panner = actx.createPanner();
    panner.setPosition(src.x / 800, src.y / 600, 0);
    panner.connect(gnode);
    gnode.connect(actx.destination);
    source.connect(panner);
    actx.listener.setPosition(dest.x / 800, dest.y / 600, 0);
    gnode.gain.value = holder.gain;
    source.noteOn(0);
}
WebSocket
●   Simple API
●   No HTTP Headers
●   Needs ports
●   Server support
WebSocket (Callbacks)
var connection = new WebSocket('ws://localhost:8080/play', ['text']);
connection.onopen = function () {
...
}

connection.onerror = function (error) {
  console.log('WebSocket Error ' + error);
}

connection.onmessage = function (e) {
    var jo = JSON.parse(e.data);
...
}
WebSocket (Send)
function send(msg) {
  if(connection.readyState == 1) {
      connection.send(msg)
  }
}
WebSocket (Jetty)
"Don't deploy your app. to Jetty, Deploy Jetty to your app."
WebSocket (WebSocketServlet)
import org.eclipse.jetty.websocket.WebSocketServlet

public class WSGameServlet extends WebSocketServlet {
...
    @Override
    public WebSocket doWebSocketConnect(HttpServletRequest req,
                                        String protocol) {
        return new GameSocket(createNewPlayer(req), world);
    }

}
WebSocket (WebSocket onOpen)
import org.eclipse.jetty.websocket.WebSocket

public class GameSocket implements    WebSocket,
                                       WebSocket.OnTextMessage {
...
      @Override
      public void onOpen(Connection connection) {
          this.connection = connection;
          world.addSocket(this);
      }

}
WebSocket (WebSocket onClose)
import org.eclipse.jetty.websocket.WebSocket

public class GameSocket implements    WebSocket,
                                       WebSocket.OnTextMessage {
...
      @Override
      public void onClose(int closeCode, String msg) {
          world.removeSocket(this);
          world.removePlayer(avatar.getId());
      }

}
WebSocket (WebSocket onMessage)
import org.eclipse.jetty.websocket.WebSocket

public class GameSocket implements   WebSocket,
                                      WebSocket.OnTextMessage {
...
  public void onMessage(String msg) {
    try {
      Map<String, String> attMap = getAttributeMap(msg);
      String pathInfo = attMap.get("path");
      if ("static".equals(pathInfo)) {
        connection.sendMessage("static/" + staticGameMap);
      } else if ("text".equals(pathInfo)) {
      ...
  }
}
WebSocket (sockets)
public class AxeWorld extends TimerTask implements World {
...
    public final Set<GameSocket> sockets;

      @Override public void addSocket(GameSocket gameSocket)...

      @Override public void removeSocket(GameSocket gameSocket)...

      @Override
      public void run() {...
          for (GameSocket gs : sockets) {
              gs.sendMessage(msg);
...
3D
● WebGL
  ○ experimental


● Three.js
3D (Three.js)

● https://github.com/mrdoob/three.js
● High level
● Renderers
  ○ Canvas
  ○ WebGL
  ○ SVG
3D (Three.js)
 function init() {
    camera = new THREE.PerspectiveCamera( 75, window.innerWidth /
 window.innerHeight, 1, 10000 );
    camera.position.z = 1000;
    scene = new THREE.Scene();
    geometry = new THREE.CubeGeometry( 200, 200, 200 );
    material = new THREE.MeshBasicMaterial( { color: 0xff0000,
 wireframe: true } );
    mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );
    renderer = new THREE.CanvasRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );
 }


https://github.com/mrdoob/three.js
3D (Three.js)
        function animate() {
            // note: three.js includes requestAnimationFrame shim
            requestAnimationFrame( animate );

              mesh.rotation.x += 0.01;
              mesh.rotation.y += 0.02;

              renderer.render( scene, camera );

        }




https://github.com/mrdoob/three.js
3D (Three.js)
Storage
● Local

● Session

● Database
Storage (Local Storage)
● Cookies
  ○ 4KB
  ○ HTTP Headers

● 5 MB key/value
Storage (Local Storage)
localStorage.commands = JSON.stringify(commands);


if (window.addEventListener) {
   window.addEventListener("storage", handle_storage, false);
} else {
   window.attachEvent("onstorage", handle_storage);
};
Storage (Session Storage)
● for a session

● sessionStorage
Storage (Database Storage)

● 5 MB and more

● Web SQL Database
Storage (IndexDB)
● Not yet
Application Cache
● Old Way Directives

● New Way Manifest
ApplicationCache (Cache Directives)
● HTTP
Application Cache (Manifest)
● Cache what?

● mime-type : text/cache-manifest

● CACHE, NETWORK, FALLBACK
Manifest
<!DOCTYPE html>
<html manifest="cache.mf">
<head>...
Manifest (CACHE)
CACHE MANIFEST

CACHE:
/favicon.ico
index.html
stylesheet.css
images/logo.png
scripts/main.js




http://www.html5rocks.com
Manifest (NETWORK)
# online:
NETWORK:
login.php
/myapi
http://api.twitter.com




http://www.html5rocks.com
Manifest (FALLBACK)
# static.html will be served if main.py is inaccessible
# offline.jpg will be served in place of all images in
images/large/
# offline.html will be served in place of all other .html files
FALLBACK:
/main.py /static.html
images/large/ images/offline.jpg
*.html /offline.html




http://www.html5rocks.com
Demo
Thanks
● Mert Çalışkan
● Çağatay Çivici
● Barış Bal
Murat Can ALPAY
linkedin.com/in/mcalpay
mcatr.blogspot.com

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