One day I logged onto my computer to do some art and I saw that all of my art was gone (on chrome canvas). It was really weird because I didn't do anything different on my computer than what I usually do. I'm really upset! Does anyone know how to recover the drawings? The same thing also happened on Pixlr.com!
Related
I'm trying to develop a web AR experience with 8thwall web. It needs to be synced with the physical world and I need 6DOF for this project. I can place my objects and augment them but the problem is that the drift I experience is too much, For example, if I go 4-5 meters away from my initial location I experience about 2 meters drift. I don't experience this much drift with my ARKit projects and I also tested google's 'view in 3d' in searches on the web on Safari and that also didn't give me this much drift. I was wondering if I'm doing something wrong and how can I minimize drift in my project. I develop on my iPhone XS
PS: I also tested a web AR sample on 8thwall website and I also experienced drift issues with that.
Thanks very much
This is a very weird thing that i've experienced . I've been working on a project lately www.bandness.com, which allows music groups and bands to upload their music. The artistic department has been very keen and precise and they've done an incredible work that allows the bands to have gorgeous profiles .
However, when on Chrome (i've noticed this only happens in chrome), when you enter a profile the background image doesn't load properly until you scroll over it or you "select" the div layer or the ones on top of it.
here are some examples of what i'm talking about
you need to select the layer so it works properly, and that is bugging annoying!!
here you have another example
and this is how the website should be seen without the bug in the left screen
Why does this happen?
The website is www.bandness.com, click on any of the groups where it says "TOP 5 GROUPS" or on the group for each song in "TOP 5 SONGS" and you'll probably spot what I'm talking about.
This has happened to me in chrome, on a macbook pro with the latest OS release. As well as in Windows 8. It bugs me because I have NO idea what is causing this and I fear a chrome bug.
How could it be fixed? Any suggestions are appreciated, I thought of using jQuery to make the layer dissappear/appear or something like that... but i'm unsure of whether this will work.
Ok, so I'm posting this as a help for anyone that suffers the same consequences of this bug at any time.Bear in mind the answer implies using jQuery.
As Christopher kindly pointed out earlier, I tried to do $(SELECTOR).hide().show(), but that didn't make it.
Then I decided to try with $(SELECTOR).hide(100,function(){$(SELECTOR).show()}); ensuring that the effect of showing only happens once the div layer has dissapeared.(that way it actually appears and dissappears).
The solution worked, however this should not be needed and it doesn't provide an answer to why this is happening, but it "kinda" makes the trick .
$(SELECTOR).fadeOut(100,function(){ $(SELECTOR).fadeIn()}); makes this happen in a much fancier way. Again as I said this isn't a fix, it's just a workaround that might get you somewhere if you ever suffer this problem!
I'm working with a project where we are running a projector from/on a CD, and this can't be changed, to run an e-learning program of sorts. Everything is included on the CD and it doesn't need anything else to run, ie all imgs and xml and whatnot is on the CD.
The problem is that on some computers, assumedly less powerful ones, the entire process clogs up and instead of showing the images just white blank areas appear. The imgs used have been downgraded to a lower resolution, from 1333x1000 to 800x600, and this has solved the problem from what we've found so far.
My question is, does anyone know of any other way to solve this without cutting down the img quality?
As it is right now all the pics (about 180 i think) are being loaded right when the process starts and one idea i have is that you load the pics gradually as needed, 2-3 in advance back and forward or maybe an entire chapter even (7 chapters with imgs are used), to always ensure smooth tweens without having to wait for loading.
But as I've read that there seems to be some memory issue when using a flash projector on a CD/DVD, I'd also like to get more details on what the actual problem is and if possible to find more solutions to it.
I found some links that were supposed to target Adobes own views on the problem, but these links were obsolete. (links found here http://www.flashjester.com/?section=faq&cPath=14_23#394).
Any ideas, help, links, tutorials and what not are welcome.
Yeah, you need to load your assets on-demand and be careful about references so unused things are really garbage collected when they aren't needed anymore.
If you are really running from a projector, then load times aren't totally a concern. Assets form the local filesystem are always available the next frame; they aren't streamed from the disk like from the network. However, bigs file or ones with lots of exports may end up with a longer frame time, or a noticeable delay.
You also need profile things to see if your changes are actually doing anything. Poke through the flash.system.System class to see how you can get info, or take a look at SWFProfiler.
I'm experiencing a strange PNG issue in my as3 flash project. I am loading a bunch of PNG's into flash which have gradient transparencies.
In early slides, these are displaying correctly, later on in the project, the gradient transparency is showing as a solid black background.
Is this a memory issue? I've been pretty hot about memory clean up. All the images are loaded in using exactly the same scripts, and I can swap the images around with the identical results. It just seems like after a while flash stops showing the transparency right.
Images of my problem can been seen below.
Working:
http://s331209305.websitehome.co.uk/board/working.jpg
and then after the first level has played:
broken:
broken.jpg (same url as above with broken.jpg at the end (apparently as I am a new user here I can't have more than one url in a post))
I've been search Google for literally hours but can't find anyone experiencing a similar issue.
Any advice very much appreciated.
T
Ok, I know this is an old post but I too searched for a long time on google and only found this reference to the problem I was having as well.
Anyways, long story short, I fixed my issue.
The problem was I had set the alpha way to high. I set it to 5 and it did something similar to yours. I had to make sure the alpha was always clamped between 0 and 1.
Hope that was your issue as well.
I'm curious if you are loading them on top of each other, and you start seeing buildup.
it's hard to tell what exactly is going on without seeing any code, but here are some ideas
make sure that the BitmapData has
alpha enabled (this is usually done
through the constructor)
if this is a
memory issue (though this doesn't
seem like it is) try using object
pools. the HYPE framework has one,
but there are others too.
Check how they are loaded. I use the casa lib for loading, which makes the handling of the images easier, I load pngs through it and haven't had any issues like this.
post a simplified version of the problem. I've solved a problem countless times where I tried to post the problem, but would simplify it to the bare essentials and end up seeing the cause.
Is there any significant performance/load time impact if single web page will load, say, 10 identical flash objects? 20? 30?.. any evidential data on sustainability of such kind of setup?
This would be the same flash app, each instance serving its own stream.
There's definitely going to be some overhead in size as there is a certain amount of code that is contained in every swf regardless of it's developer created content.
I'm almost certain there would be speed issues as well, which would see frame rates drop right down the more swfs you add to the page.
To be honest the concept smells a little fishy and i would think there must be a better solution to your problem.
EDIT
Also there is a restriction on having two steams coming over http per domain. Sure you could get around this but it will definitely be an issue.
I found this post which might help. The trick is to use SWFObject to embed your swf files.
I ran into a strange problem today. On the music charts page on Muziboo, I was displaying a list of songs and a playlist on the right. Each song has a small button player done in OpenLaszlo. In firefox everything was fine and in IE (not unusually), the page would freeze for sometime. This would happen once and repeat only if I delete cache and try again. I googled a bit and learnt that it's a good idea to embed give each swf a unique id otherwise the browser misbehaves. I then went ahead and used swfobject to embed the swf files and everything started working great!
Yes, it'll likely nuke the browser if you go too far down that road.
If you want to deal in multiple streams, perhaps combining all your would-be applets into one giant one might work better. It'll certainly offset the serious overhead you'd have with 10-40 of the little blighters.
If this is a music player, you want to have a serious look at doing some JavaScript remoting. It's fairly trivial to control a flash app via JS so you could have standard HTML/CSS controls without having to load up a billion flash instances.
Design-wise this just sounds like a bad idea. You'd be running multiple instances of the Flash player inside a browser, each of which has an individual cost, and the host (in this case the browser) will run all of them on the same thread (with the exception of certain elective asynchronous processes), so you're almost surely going to run into problems of various kinds -- jittery playback, UI blocking, processor burden, memory bloat, consequent instability of the host, etc.
Unless the SWFs are very tiny, and doing very little work, it seems like a design that's just asking for trouble. Indeed you could test such a thing fairly easily; have you run any tests yet? Just curious.
Also curious as to the requirements; we might be able to offer more constructive alternatives if we knew a little more about what you were aiming for. Have you considered simply loading all the SWFs into a single container SWF requiring only a single browser-hosted instance of the Flash player?