-webkit-autofill pseudo-class works fine in Desktop Chrome, but doesn't work in Mobile Chrome (IOS)
I have a custom float placeholder framework, and i want it to support chrome autocomplete (which fill the form on the page load or from the dialog)
So I added this code:
#{$all-text-inputs} {
&:-webkit-autofill + #{$this}-placeholder {
left: 0;
right: 0 ;
transform: translateY(-34px);
#include text(big, $lh: 1.3em, $fw: fw(regular));
opacity: 1;
}
}
This is working as expected in Chrome Desktop: -webkit-autofill fires and placeholder go to the top
But seems like this pseudo-class doesn't work in Chrome Mobile (IOS)
Input Structure:
<div class="input input-with-float-placeholder">
<div class="input-inner">
<input type="email">
<span class="input-placeholder">Username</span>
</div>
</div>
Hmm. It's an interesting question since Chrome (Blink) supports this webkit feature and other engines don't.
Unless you're targeting Chrome only (which you may be), it may be wise to go another direction. :-webkit-autofilll is not on any standards track and is not part of any specification. Something to think about. You are guaranteed to get wildly different results on differing platforms, as your question points out.
Moreover, mobile Chrome on iOS appears to use iOS's WKWebView** -- which doesn't support this non-standard webkit feature. My understanding is that WKWebView only supports features available to iOS Safari. (While the availability of the WKWebView API was a major step up for third-party browsers on iOS, it still != Chrome's Blink rendering engine.)
** I don't think that has changed in the last couple years, and your experience suggests it has not.
See:
Difference between Chrome for iOS and Chrome for Android
https://developer.mozilla.org/en-US/docs/Web/CSS/:-webkit-autofill
Related
im new to polymer just want to know why it looks different from chrome and fox?
chrome looks good but in fox it looks different like the color of the scaffold toolbar, logo and content, im using firefox 33.1
url: http://jigs-gfx.net/polymer/practice/
Firefox doesn't seem to be honoring your use of the deep shadow elements in your site.css file.
header-koh::shadow .logo{
Is valid in chrome, but not in Firefox. Firefox doesn't fully support web components and all their conventions out of the box, but you can enable the dom.webcomponents.enabled flag to turn them on and get a similar experience across browsers. A guide to how to enable the feature is given here:
Enable Custom Elements in Firefox
Firefox and IE both have full web component support in progress and hopefully will support them out of the box soon.
I have finished designing my website but it displays differently on firefox, chrome and internet explorer. I believe i have done everything right but i dont know what is happening. Actually, google chrome displays it as i want it to, but firefox and internet explorer does not. My internet explorer version is 10 and firefox is 29. Please any help is much appreciated. thanks
This is the link to hosted site: http://www.ruebenpersonal.netai.net.
http://pastebin.com/xTnXeGhq - Link to the html source code.
Some browsers are uses the same rendering engine and some are not.
For example:
Google Chrome and Safari browsers are using : Webkit Engine (See: http://www.webkit.org/)
Firefox is using Gecko Engine (A.K.A. Moz) - (See: http://en.wikipedia.org/wiki/Gecko_(software)
Opera is using : Presto (See: http://www.opera.com/docs/specs/productspecs/)
So differences between rendering engines are normal. Which is why we are using their css properties like;
-webkit-border-radius /* For Webkit */
-moz-border-radius /* For Gecko */
-o-border-radius /* For Presto */
border-radius /* For IE9+ */
Some older browsers like Internet Explorer 6, 7, 8 are not giving support for most of CSS3 methods. To enable that methods, there are available to use JS engines like html5shiv or modernizr.
Note: You can use a service like this to generate starter templates that supports almost every browser.
Initializr: http://www.initializr.com/
Each browser uses different rendering engines. This means that certain HTML elements, CSS styles, etc. will be interpreted differently or not at all by browsers that do not share the same rendering engine.
To understand more, I would refer to this link: http://taligarsiel.com/Projects/howbrowserswork1.htm
As far as developing for multiple browsers, I would look into the modernizr javascript library, http://modernizr.com/, and for quick reference, caniuse.com.
Hope this is helpful.
just like the title says, my website layout appears to be fine on all other browsers at various zooms, sizes and what not, but not in Safari.
The website adheres to HTML5 and CSS3 standards according to W3Cs validators, and I cannot spot any errors myself.
Website can be found at : http://www.kehza.co.uk/Arcade
It's very basic atm, I want the layout to work on all browsers before I progress. (catch bugs early on).
Edit :-
In Safari at certain zooms, massive white space appears at the bottom of the page, also a border is massively out of place.
See images for difference thanks :)
The latest version of Safari for Windows is 5.1.7, but some of the CSS tags that you are using require Safari 7.0. One example is the box-shadow for the #wrapper element. This is why the website does not display correctly in the Windows version of Safari.
Source: http://caniuse.com/#search=webkit-box-shadow.
It is rumored that Apple has dropped development for Safari on Windows. You will probably want to decide what legacy version of Safari that the website will support. If you are planning on using features of CSS3, then you will want to test the website in a later version of the Safari browser, available on the OSX platform.
I am trying to build a web app that will allow users to use the built in camera on an iPad to take a picture or video of themselves and then post it to Facebook. So far I have had no luck when testing getUserMedia() in Safari for iOS 6 or the Chrome app.
This info graphic shows that it is not supported by Safari with iOS 6 but it should work with Chrome, no?
http://caniuse.com/stream
Any help would be much appreciated.
Currently the only way for mobile Safari to get an image from the camera (or photo roll) is with an input element. It is quite simple:
<input id="image-picker" type="file" accept="image/*" />
Then in js:
$("#image-picker").change( function (event) {
var files = event.target.files;
if (files.length>0) {
// Do something with files[0]
}
});
Chrome for iOS uses identical methods/views for displaying and interpreting HTML, with the exception of a few Safari-specific optimizations. If Safari does not support getUserMedia(), then Chrome cannot support it either unless they build their own port of WebKit for iOS, and even then, it might be a stretch. The functionality you are after may be available through some other means, but not using getUserMedia().
Now Safari supports it starting from IOS 11 & Safari 11.
The namespaces have changed a little as its now mediaDevices prefixed.
Check https://caniuse.com/?search=mediaDevices
Are there any noted differences in appearance rendering of HTML and XHTML in Google Chrome from Firefox? From IE? From other browsers? What browser does it render the code the most similar to?
Since it's based on WebKit, its rendering will most closely resemble Safari and Konqueror.
Google's Chrome uses the WebKit rendering engine, which is what Safari uses. So, I would guess it renders most closely to Safari.
There are additional minor differences that I have attributed to Chrome using a different (older?) version of Webkit (525.13) than the current release of Safari uses (525.21 for me).
Example:
https://woot.campfirenow.com/login
In Safari, the password label and input box are directly below the email label and input box, while in Chrome the password label and input box are indented approximately 75 pixels to the right.
There are anti-aliasing differences between Safari 3.1 and Google Chrome, for whatever that's worth. This will doubtless be because Safari on Windows uses its own text-rendering and anti-aliasing layer instead of Windows's GDI.