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Web Development Articles - Page 845 of 1049
 
 
			
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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; }
 
 
			
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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();
 
 
			
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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);
 
 
			
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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
 
 
			
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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.'); } }
 
 
			
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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);

