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Found 10483 Articles for Web Development

130 Views
Whenever you face such issue, it would mean you have not written the CSS properly.Just add the following in CSS −* { zoom:1; -ms-content-zooming:none; }For some code, even the following works −@viewport { width:320px; } @-ms-viewport { width:320px; zoom-user:fixed; max-zoom:1; min-zoom:1; }

143 Views
To solve the Uncaught Security Exception, you need to add the crossorigin attribute: function getBase64() { var myImg = document.getElementById("myid"); var c = document.createElement("canvas"); c.width = myImg.width; c.height = myImg.width; var context = c.getContext("2d"); context.drawImage(img, 0, 0); var dataURL = c.toDataURL("image/png"); alert(dataURL.replace(/^data:image\/(png|jpg);base64,/, "")); } getBase64();

419 Views
For full page drag and drop files, try the following code:var myDrop = document.getElementById('dropZone'); function displayDropZone() { myDrop.style.visibility = "visible"; } function hideDropZone() { myDrop.style.visibility = "hidden"; } function allowDrag(ev) { if (true) { ev.dataTransfer.dropEffect = 'copy'; ev.preventDefault(); } } function handleDrop(ev) { ev.preventDefault(); hideDropZone(); alert('This is Drop!'); } window.addEventListener('dragenter', function(ev) { displayDropZone(); }); myDrop.addEventListener('dragenter', allowDrag); myDrop.addEventListener('dragover', allowDrag); myDrop.addEventListener('dragleave', function(e) { hideDropZone(); }); myDrop.addEventListener('drop', handleDrop);

540 Views
To enhance HTML5 canvas performance:Image smoothing should be disabledRender in half resolutionUse drawImage() to update main canvas You need to use integer coordinates and sizesUsage of requestAnimationFrame() You need to use while loops as often as you can

341 Views
To draw image onto the canvas, use the HTML5 drawImage() method: function drawShape(){ // get the canvas element using the DOM var canvas = document.getElementById('mycanvas'); // Make sure we don't execute when canvas isn't supported if (canvas.getContext){ // use getContext to use the canvas for drawing var ctx = canvas.getContext('2d'); // Draw shapes var img = new Image(); img.src = '/images/backdrop.jpg'; img.onload = function(){ ctx.drawImage(img,0,0); ctx.beginPath(); ctx.moveTo(30,96); ctx.lineTo(70,66); ctx.lineTo(103,76); ctx.lineTo(170,15); ctx.stroke(); } } else { alert('You need Safari or Firefox 1.5+ to see this demo.'); } }

255 Views
You need to try the following to take photo from webcam using HTML5:Declare variablesvar streaming = false, video = document.querySelector('#video'), canvas = document.querySelector('#canvas'), photo = document.querySelector('#photo'), startbutton = document.querySelector('#startbutton'), width = 320, height = 0;Using getUserMedianavigator.getMedia = ( navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia);