galaxy s4 Chrome mobile internet vs wifi - html

the weirdest thing happened to me,
I developed responsive html document front end,
when I open it while connecting to the mobile network, the css was broken,
when I open it while connected to the wifi, it works as it should be.
the device is galaxy S4 on chrome browser.
I tried to uninstall the updates it didn't worked, I reinstall the updates it and now it works some times,
this test site is working on almost every device - including galaxy mini S4,
does anyone have an explanation for this behavior?

Without any other information to base an explanation on, the only thing that seems likely to cause this sort of issue is something old and incorrect being cached on one connection which was then freshly downloaded by the other connection. If you go into the settings for your browser and clear your cache, I would expect that your issue will disappear, as the type (mobile network vs. wifi) of the internet connection over which a page is loaded has no effect on the way the CSS is rendered once the browser receives it.

Related

Website looks differerent on different computer(s) running the same browsers

OK. This one has me stumped. It's a "asking for a friend" type of question.
My wife is an artist. She uses GoDaddy as her hosting service to display her work. She uses their tools. She's created a website and several of her paintings are there.
Her computer is a 27" iMac with MacOS 10.15.7 Catalina, retina display etc.
After she's done, she goes to her website and some pictures of her work have the wrong size.
ALL THREE BROWSERS-> Firefox, Chrome and Safari.
And this is after blasting all cookies/caches etc. (everywhere)
When I look using my home computer (Linux Mint) with either Chrome or Firefox, it looks OK.
When I look using my work computer (Windows 10) using Chrome, Firefox, Edge and Explorer, it looks OK.
When she looks with her MacBook laptop using Firefox, Chrome or Safari, it looks OK.
So it's only on her computer that the website looks a bit funky. Strange thing is that when she uses the GoDaddy website to create/modify her own website, the "preview mode" looks OK.
It's only when she actually points any of her browsers to her website does the rendering behave strangely.
GoDaddy tech support suggested the usual "clear cache/cookies/whatever and reboot". Same problem.
I tried changing the IP address and MAC on her computer but there is no difference.
Ideas?
it may be of high resolution, the responsiveness of the screen varies between different screen size
This can happen because of many things like -
Using Extensions or other apps in browsers can cause this issue.
Open the site and right-click on the site and click on inspect where you find changes and see the code and refer to your code whether there is any change? if there is a change then this is because of Media queries that have a breakpoint based on the screen width.
If the above ones are not the issue download a fresh copy of the browser and open the site then check and inspect.

Emulate Touch Screen option absent, Device Emulation provides no touch screen response

I am working on a mobile website at the moment and I refreshed the page, Chrome quit unexpectedly, and since then all touch screen emulation is absent and/or failing.
Chrome Version: 36.0.1985.125 m,
OS: Windows 7 Ultimate SP1
Google Chrome suddenly and unexpectedly stopped emulating devices properly. All touch screen functionality has been disabled and apparently removed. When I emulate a device, the Sensors box fails to be checked and upon inspection, does not show any 'Emulate Touch Screen' option.
I have tried the following, all in conjunction:
Uninstalling/Reinstalling Chrome and deleting all personal settings, including uninstalling all extensions, restoring all defaults, etc.
Restarting the computer
Running anti-virus software
EDIT: Installed Chrome Canary which produced the exact same problem
Please let me know if there are any other relevant details that I might need to add.
Sorry about this. We overhauled the touch emulation in Chrome 36 to be much more accurate (sharing code with what really happens in Chrome Android): https://plus.sandbox.google.com/+RickByers/posts/CBCmhVttj5C. In the process we ended up disabling touch emulation when real touch support was present (at the time we thought this was no big deal because if you've got a real touchscreen why would you want to fake one with mouse?). But some Windows PCs report that they have a touchscreen when in fact they don't really (Eg. Visual Studio installs a touch screen emulator I believe).
We're fixing this at http://crbug.com/395531 - hopefully there will be a Chrome Canary build soon that re-enables touch emulation in these cases.
In the meantime you can mostly work around the issue by disabling Chrome's support for built-in touchscreens at chrome://flags/#touch-events. Make sure you set this back to 'Enabled' after Chrome is updated to fix the issue. With this disabled, some minor aspects of touch emulation (eg. DOM0 ontouchstart= handlers) will not work properly.
Stop the "Tablet PC Input Service" and restart chrome. If chrome thinks you have a touch screen, it won't let you emulate one.
I stumbled across the answer here:
https://github.com/Modernizr/Modernizr/issues/880

Full-window WebGL canvases in Chrome are incredibly slow

I discovered I had a problem when I checked one of my uploaded three.js projects. At first I thought maybe I had done something wrong. My project used r63, so I updated to r65, but that didn't solve the problem, even after clearing the cache and refreshing. I then checked a couple of the demos from the three.js site, and I found they are slow for me, too. As an example, http://carvisualizer.plus360degrees.com/threejs/ autorotates incredibly slowly in Chrome, but at normal speed in Firefox and IE 11. I also tried http://helloracer.com/webgl/ which is fine in Firefox but really choppy in Chrome. It's a disaster in IE11, by the way, but it's an older demo. My project uses OrbitControls, with autorotate enabled. The model is a 16MB JSON file (200,000 triangles), but it worked fine before and works fine in Firefox and IE11. I'm on a Windows 7 machine with a GTX Titan (work computer). Thanks!
type chrome://flags in chrome address bar, and look for settings #ignore-gpu-blacklist
this happened to me, suddenly my gpu was added to blacklist and chrome reverted to software rendering..
For me running google-chrome on linux I needed to enable Use hardware acceleration when available in chrome://settings

Canvas to Video is very slow on Safari Lion/Mountain Lion

I'm not really sure what is causing this but in the current stable version of safari on OSX 10.7.X I'm only seeing 3-4 frames rendered. I downloaded the lastest safari beta and it seems like they improved it, but its still dropping a large amount of frames.
Here is an demo that should be viewed in Safari on Lion:
http://jsfiddle.net/JEKAh/1/
Please respond if you know why or what is going on
edit: still is a problem on mountain lion
It turns out that this bug is related to the transfer encoding of the video files. If you are sending the video with Content-Ranges you will see this issue in safari. But if you send the video using Transfer-Encoding: chunked... it will work fine
I used a simple node server to test this: https://gist.github.com/3746561/c303f84866542c4a6ec2956ecf158cb9f492a7a2
-- edit
the above is only a fix for Lion, it appears that Safari Mountain Lion is unable to render frames from a video that is sent using a chunked transfer encoding, a side affect of this is also massive safari memory leaks... I ran a video being piped for canvas for 2 mins and the Safari Web Content process shot up to 12GB of real mem used. -_-
-- edit
after additional research i have found the original issue with standard video to canvas in a recent nightly webkit 537.3 and have confirmed that currently in webkit 537.11 these issues no longer exist... so all i can do is hope that apple updates safari soon including the webkit fixes
-- edit
this is now fixed in OSX 10.9 :)
Firstly, I acknowledge that this might not be the answer you are looking for but it's something which I've just been dealing with for a client so I thought I'd throw it up here:
They reported that their site "Was no longer working well and the animation was jumpy".. (hmm..) Their site uses canvas rendered videos with some overlays for a lot of the visual elements.
So after a while we determined that they had just updated their MacBook Pro to Lion and now their site was slower and less responsive. I was a bit baffled so I got them to bring it to me. To cut to the chase:
Lion & Mountain Lion require a tonne more physical memory (RAM) than Snow Leopard did (due to the new VM architecture as I understand it), I compared their site playback to another MBP with a lower spec, with SL installed and the SL version ran smoother.
After a bit of reading on the Apple support forums which suggested adding RAM, it was all fine again, in fact it seemed smoother than ever..
Not really a programatical answer but one which I thought may be relevant..

IOS5 AppCache not working

My site switchitoff.net has been happily using an appcache for a while now. It works perfectly on all browsers that support appcache, including Chrome, Firefox, Safari and Mobile Safari... except that it fails on IOS5.
On IOS4 I could browse to my site, add it to my homepage and relaunch the site from its new shortcut. At this stage the site would be cached, so that I could run it offline from the shortcut. If I try the same thing in IOS5 I get:
Cannot Open Switch It Off
Switch It Off could not be opened because it is not connected to the Internet.
The Mobile Safari debug console shows no errors, and I'm not sure how I can debug this any further. I don't know if this is a clue but the appcache status constantly comes back as updateready. I assumed it must be an IOS5 bug, but no-one else is moaning about it so I guess I'm doing something wrong.
By the way before you jump on your iPhone and test it, the site is designed for iPad and desktop browsers (OK, laptop browsers too). It won't work well on an iPhone, although you can still try running it offline from a homepage shortcut and see it you get my error.
Cheers