How to mark up speedometer/gauge in HTML/CSS? - html

As a front-end developer, I've been given a mock-up design to implement. This design features several tachograph-style icons, which have me stumped as to the best way to mark them up in HTML and CSS.
The images look like the following:
Obviously these assets represent the empty state and the full state respectively.
My issue is this: how can I mark-up these images so that I can show varying levels of completion, i.e. 10% full, 60% full etc?
Waiting in anticipation to hear your answers.

I would seriously recommend looking into the Raphael javascript library. You can knock something like this up in just a few lines of code.
See also this question: Drawing a half gauge/speedometer (JavaScript Canvas or Java Swing Example needed) where I gave an answer including a four-line code sample using Raphael, which provides an animated fuel gauge. You'll need to tweak it for your design, but even then it's only going to be a few lines of code.
The great thing about using Raphael to draw things like this is that it is fully compatible with older browsers, even IE (as far back as IE6 if you need it), without you having to do any special code to support it. It's a great little library.
Hope that helps.

Given that the image reprisents actual data and isn't purely a design mechanism, I'd mark the image up as an HTML image.
<img ... alt="10%">
If your concern is about showing portions of the image, one way you could do this would be to set the image as a background to some container and use width and height to identify the amount of the image to show.

i'm not an expert on html5 /css3, but would you not use the html5 arc command to create a mask to reveal the full state.
As you have a 270 degree rotation from empty to full, you'd just map the value as percentage of 270 to create the value of the arc that would mask the appropriate value.
I believe that there is a java script Math.PI that might help to.

Related

Scaling SVG in HTML5

I have replaced a header logo image which was just text in an arc on the following website: Leeds Magic Circle
Disclaimer: I did not design or create this website I am just performing some small modifications to it.
The original image said "1919 - 2015" and needed updating, hence I chose SVG to replace it with a bit of javascript to update the date portion.
It looks good, however it doesn't scale down when the browser is reduced or viewed on a mobile device.
I need the SVG to fit the 800x116 which replaced the original image, but I need it to scale down too.
I am very new to playing with SVG and the answers on the web are somewhat confusing so hopefully someone here can help.
Also open to alternative methods to achieve this goal.
Thank you

Layering many transparent images in browser

I'm currently creating an interactive anatomy app for learning purposes.
I'm starting with a spine module, which contains 24 vertebrae, a pelvis, skull and spinal cord.
Each piece is a separate transparent image of the same size, and each are layered top to bottom.
This works and looks great! The problem is, it is extremely processor intensive. Adding and removing little pieces, zooming in, almost any interaction at all is VERY slow.
Is there a way to layer all of those images in a performant manner? I would like for a student to be able to remove a lamina, and have that vertebrae swap out the image. Or to zoom in on only the Lumbar vertebrae and interact there.
What approach, technology, etc should I be looking at?
https://jsfiddle.net/whetw8o5/1/
Fiddle for reference.
Fiddle contains a transition tag for height, so you can easily use a tool and modify the height of the parent #spineo tag and see how much trouble it has.
Fiddle performs better than my site because it is by itself.

HTML overlapping images

I have to place on a web page a cylinder that looks like this:
it is composed by small images that overlaps to draw the curves on the surface. Every one of them is places on the page with a different img tag enveloped in an anchor with its own href. The z-index property of the img is used to make them overlap in the right way.
The cylinder has to be composed because it is dynamically created, as you can see from the image, its faces can have different colors.
What i need to do is to make all the faces clickable and each one has to point to a different URL.
My problem is, of course, that the cylinder has curves. And i have to be sure that the clicks points to the correct URL especially near the curves, it hasn't to be precise at pixel level, but at least acceptable.
I've tried to use a map with a single area for each of the images that composes the cylinder, but of course it didn't work, as i saw from the specifications, in such cases only the first declared map in the DOM works.
I'm thinking about to solve this via Javascript, but i think it wouldn't be an easy job, so i would be happy if someone can give me some advice on what should i try.
Oh, i cannot use HTML5 features to solve this.
Neat application of older technology to solve a challenging puzzle.
I can think of two ways forward for you. One is to put a transparent (rectangular) image on top of the cylinder and create an HTML image map, using the shape="poly" attribute. For resources, search for the HTML elements map and area for reference, especially the shape attribute. There should be many good tutorials online. Nowadays this technique isn't used that much any more, but it was really popular in the late 90s.
Another way is to use event delegation in javascript, attaching an event listener to the primary container. On each of your image "pixels" apply a CSS class for the appropriate portion of the cylinder it is in. In your event handler, you can do something differently depending on the class of the clicked on image, and you can do this without the massive overhead of attaching an event on each individual "pixel". In JQuery this would be something like:
$("#cylinder").on("click", ".green", function() { location.href = "green_url"; }
$("#cylinder").on("click", ".red", function() { location.href = "red url"; }
assuming you put class="green" on your green pixels and class="red" on your red pixels. (You can do this by quadrant or other technique; color is just an example).
Your best luck SVG ! https://developer.mozilla.org/en-US/docs/SVG/Tutorial
It is almost impossible with html dom elements to do this, you will have to bend it with CSS compatible all browsers.
There is also Canvas but you will have a hard time dealing with the clicks.
Only problem with SVG is that it's not supported in < IE8, and hardly in IE8. But bending a DOM element is also not available < IE9.
EDIT:
I saw that you can't use HTML5, so your only chance is generating the whole image in GD2 for example and trying to map the points. But what is the reason you can't use HTML5 ?
You might also try doing it using javascript / canvas via getImageData() function. This canvas function will rgba values of the given point. Using the alpha value you can check if mouse is over or clicking on the correct area or if it is a transparent area and nothing should happen.
I also made jquery plugin exactly for this purpose. Maybe it might help. http://www.cw-internetdienste.de/pixelselection/

html5 svg vs canvas for granite like background

i want to make to make a granite like background like http://www.tivli.com/ with a gradient at the center. i have found how to do gradient with both in the w3c tutorials, but are there any tutorials on how to make granite backgrounds in html5 canvas or svg? Thanks.
The site you referenced actually uses a simple 'noize.png' and then uses css3 radial gradients to buildup that background. I know you already knew that, I'm mentioning this for future readers.
Given this fact, I'll assume in the rest of my answer you want to learn, not a copy-pasta solution.
I've given up on svg looong time ago. But in canvas it's easy and fun... (especially now flash is FINALLY officially dead. Hurray).
So as others have already suggested in the comments to your question, why not use a seamless noise image? (you know where to find one :P).
You could still embed this image as 'DATA' in the html(, HINT: even or even feed image-data straight into canvas that will render it as your 'noise.php').
But then.. you are right: what if you wanted to change the noize-size?
And you want to know how to make granite/noise anyway..
And is mathematically/programmatically describing this noise lower in character-count (file-size) than supplying a ready-made image(-fragment)?
Start UPDATE 2 part 1:
Actually, after some good night sleep I realized/remembered that visual noise is one of the BEST way's to determine randomness. Humans are notoriously good at finding visual patterns, even professionals use this (and as such this is also heavily used in cryptography where one would need -for instance- a useful one time pad).
Also see 'commander' Crockford's YUI-lecture 'Principles of Security' from 19m07s to 22m37s.
Now why is this important? Well ECMA-script (aka javascript) defines a loose Math.random() function:
"returns a number value with positive sign, greater than or equal to 0 but less than 1, chosen randomly or pseudo randomly with
approximately uniform distribution over that range, using an
implementation-dependent algorithm or strategy"
Re-read the italic/bold part and welcome yourself to reality: each and every browser (brand/version) has it's own random-routine!!
"But what does it mean?" Well.. simply put.. Depending on browser(version)'s ES-Script implementation (cough cough IE): Noise based on Math.random() will/might render visible patterns in your noise (independently of possible tile-size)!!
So for the rest of this answer we are going to assume either an ideal world where browsers spit-out proper random numbers, or that you took control and use a stronger 'predictable' random-solution as is discussed on this wonderful article that google's bubble accidentally leaked :)
End Update 2 part 1
So let's start with the radial gradient-part. You already figured that one out.
Ok, then follows the noise-function in canvas (you could you could do this before the radial gradient, but this order gives a nicer grain and diffuses color banding the gradient produces -on a average lcd you would see them anyway since they're not true color-) : this is done by generating random pixels.
There would be a lot of different algorithms to use, I've used a straight-forward one that you can understand without math..
Note that generating noise for a modern day full-screen resolution is easily larger than 1 mega-pixel in resolution, so this would be slow! To overcome this we need to generate and RE-USE a small seamless tile. We use this as a pattern-fill in our full-size image that already has the radial gradient.
I also assume you want the radial gradient liquidly placed in the middle of the view-port, so if you want to go the fixed way (as opposed to the noize.png/css3 way you referenced), you'll also need an extra eventhandler 'onResize()' to have canvas render a new background.
Why? Well if you where to let the browser scale this background-image (created upon page-load) automatically, then the nice grain-size of your noise would change to, EVEN leading to visible PATTERNS that you would not want..
(Since I desperately want to go to sleep now..): The rest is thoroughly explained in the source-code of the function I wrote for you..
Here is the link to the fully documented code I wrote for you: jsfiddle.net/sU74C/ and here you can see it in full-screen preview.   UPDATE 1: function genNoise 80% FASTER!!
Use it if you like (retaining the link to this answer) or learn from it and do your own thing.
PLEASE DON'T FORGET to accept AN answer to this question (hopefully mine :))
Hope this helps!
UPDATE 2 part 2:
There are more way's to interact with canvas. One could also calculate/(re-)use/generate/save/import pixel-maps/array's (as png or base64 or jpg or ...) for instance, see this excellent article on faster 8bit and even faster 32bit (if the browser supports 'Uint8ClampedArray' as the type of the data property of the ImageData object) pixel-array's, including a proper solution to account for the endianness of the processor!!
So after giving this some considerable thought, it turns out that to do this 'right' is actually a challenge and should be divided in 2 parts:
Where do I get my noise-data (Math.random() or custom random or pre-defined external (image, json-string, random.com) or embedded (packed?) data)?
What is the fastest way to build/store/re-use this noise on full-screen size/canvas.
Given the statements in part 1 of this update and that we don't want patterns in our visible noise, I'm starting to lean to using some pre-rendered 'random' noise data (meant to tile seamlessly) that is embedded in the noise-generator: otherwise there is the overhead of running your own none-engine-optimized random function (times..a lot..).
Also I think one might get away with just black and white and transparency afterwards.. This might considerably speed-up things up AND reduce embedded pixel-data.
Think about it: black or white equals 0 or 1..
In base 64 one character can represent 6 bits. So a 30x30px image has 900 px divided by 6 bits = 150 characters (sweet-spot increments by 6px, so next is 36px*36px is 216 characters).

Is it possible to accomplish the equivalent of a Flash-driven webcomic (zoom, drag, fade in, synced audio etc) using HTML5 techniques?

Bit of background
I've been producing a Flash-driven webcomic for three years now, incorporating some basic animation, a synced soundtrack and zoom-drag page viewing. The recent Flash-bashing, my desire to reach iHandhelds and my preference for open versus proprietary means that I want to make the move to HTML5 techniques this year. In the long-term, I think the writing's on the wall for Adobe's product, and I'm not entirely convinced that's a bad thing.
I'm relatively comfortably with both CSS and HTML, having worked a little in web design before. However, JavaScript is a foreign country to me, and I simply wanted to get some advice as to
whether what I want to achieve can be accomplished consistently across all browsers and
what the best techniques/approaches to the problem would be.
Any advice, even general principles, are very welcome. I've already sought out several HTML5 tutorials and introductions, which lead me to believe that the canvas element will be foundational to my plan; however while all the individual problems I face have been answered by many blogposts and guides, combining the various solutions into a single entity is something I'm not currently able to figure out, as I'm not certain of the limitations of the new HTML5 tags, or of best practice.
If I'm successful in achieving what I'm after, I'm going to post the full code online with an explanation of all the elements. Webcomics might not be a huge domain, but having a resource that did this would have made my life a lot easier - hopefully it'll help someone else in a similar position.
What I'm after
Here's a diagram giving the basics of the design requirements. I'll explain the elements, and the desired extras, below.
(Perhaps the simplest way to demonstrate what I'm after would be for interested folks head over to my website and see how my comic currently works. This isn't a plug - it would simply give the quickest insight.)
At core, I'm after a viewer that will:
display text (SVG image) in a canvas element above an raster image the page's panel art
both images should be zoom-and-draggable in sync but should ideally fade in separately, with the raster image coming first, followed by the SVG image
I'm guessing that the best way to accomplish this would be to layer two canvas elements one above the other using z-index, with the SVG file in the uppermost element. These could then be nested, as in the diagram, within a div element that would carry the zoom-drag function. Is this a reasonable approach, or are there more efficient options?
The next and previous buttons are self-explanatory. Would it best to have each page (bearing in mind some will involve animation and music) on a separate page, or to have all pages within a chapter on a single page, with the buttons making them visible progressively? I imagine this would have a great impact on loading speeds.
Finally, I'd like to have the viewer capable of displaying fullscreen if the reader desires. I imagine this could be accomplished by using Javascript to make the canvas elements and their surrounding div switch between different CSS giving a px-defined size and 100% height and width. Is this a good approach? Is it possible to apply the size change to the div element only and have the canvas elements automatically follow suit, possibly by defining their size via % in CSS?
Desired extras
At various points in the comic I make use of basic animation techniques - simple movements of layered raster images across the viewing pane. This would be simple to accomplish, I imagine, using Javascript; am I correct in thinking that applying overflow:hidden to the wrapping div will prevent images larger than the viewing area from spilling outside the viewer area?
I also want to synchronise audio with some of these animations. I understand that synchronising canvas events with the audio would be the best way to do this on, permitting both to begin activity only upon page loading or next button click.
That's about everything. As said, any advice at whatever level would be greatly appreciated, even if it's 'yes' or 'no' to the various questions I've asked. At root, it would also be good to know if HTML5 is the best option for what I'm after or whether (with gritted teeth) I should stick to Flash for now and go after handhelds using Adobe AIR.