I was wondering, without using images, how can I show a diagram in an html page? From a 3rd party, I am getting data with coordinates, labels, etc. I need to convert this into something graphic. I suppose SVG is doable but IE has problems with SVG in IE < 9... or so I read. What about canvas? Problems?
Any other options out there?
And, to make things more complicated, at some point, users should also be able to manipulate the diagram. That is, move 'objects' within the diagram around to make it look 'better.'
Thanks
both SVG and canvas are options, but you will probably want to just use a diamgram javascript library without having to write the SVG or canvas code yourself, like raphael, http://raphaeljs.com/
I'd suggest checking out a few of the existing js libraries for drawing graphs. I've listed a bunch of them here.
These libraries have already solved the crossbrowser issues for you, and are usually compatible with all browsers down to IE6.
Related
Would it be possible to create a virtual web browser, inside your existing web browser, using canvas, to achieve near pixel perfect representation of websites across all browsers?
Take a look at http://html2canvas.hertzen.com/ - It's a HTML renderer using a Canvas element. There are a few limitations (some CSS3 properties don't work) and you can only do static images with it. But it's still very cool.
Also it's still going to be browser-specific in terms of exact positioning of elements.
Theoretically: Yea, maybe... no.
Practically: Hell no.
You can't play flash / silverlight / java applets on canvas. Also, you'd have to:
Manually parse the DOM,
Apply CSS,
Execute JS,
Render everything,
Make input elements,
dropdown menu's,
hyperlinks,
mouseovers,
and all that kind of interaction work,
And whatever else I've forgotten.
Like proper Anti-Aliasing
Only with tremendous difficulty.
Why not just use <iframe>?
I'm implementing a HTML5 game using canvas. Now I'm thinking about making all text overlays like tooltips, speechbubbles, infowindows and so on using HTML elements with position absolute over the canvas. So I can use many effects and transitions CSS3 offers.
But I'm not sure about performance. These overlays have to be added and removed frecuently (is something MMORPG like, so there will be a lot of speechbubbles and so on).
There are probably 2 questions regarding performance:
DOM traversal to add/remove. Maybe a cache can help?
HTML and CSS3 itself.
The other option is to manage these elements in the canvas itself, drawing them each frame. But maybe I have then again a performance penalty, because of the extra code, timeouts and stuff I would have to add, to achieve similar effects like in CSS3. And traversal of some data structure would be needed anyways.
Any advices, opinions, experiences?
Thanks in advance.
Consider using only one of the mentioned two technology. May be you can release that application in mobile or tablet. I think on these devices would be issues with handling both the same time. And another thing: if you stay in canvas there would be no worries about compatibility. Its not a techy but a thought-provoking answer.
The single best reason for using the DOM for UI elements in HTML5 games is event handling.
If you draw everything on canvas you will need to write your own logic to handle clicks and decide what has been clicked on, which can soon become very complex, expecialy if you have multiple layers of interface.
With DOM elements (especially when using a library like jQuery) this is trivial, and you can create a rich and interactive UI with minimal effort.
The only downside I can think of is that you may encounter browser inconsistencies, especially if using CSS3, but again jQuery will help with this.
I suppose another downside is that once you go down the DOM route, your game is always going to be a browser game, whereas if it was 100% canvas, there would always be the possibility of porting the code to another language and making it native, but I guess that would only be a downside for some people.
One way to approach this is to use a "dynamic" image map behind your canvas object. Then you can use the dom as required. Note you will need to pass the clicks on the canvas through to the image map.
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.
I'm developing a web application that has a certain layout.
I'm mainly using CSS for styling the buttons and using divs and styling them for other layout items.
The problem is that sometimes I need a layout item to be non-rectangular.
Also- designing SVG is easeer and sometimes may produce better results.
My question is: should I use CSS always for the layout, and for instance- combine divs to achieve the non-rectangular effect- or should I use SVG for some of the layout items?
Also- what about the buttons- CSS or SVG?
Thanks!
Bear in mind that SVG isn't supported in older browsers. In particular, in IE8 and earlier. Using SVG will therefore limit your audience.
It is possible to rig older versions of IE to support SVG - there are a number of Javascript libraries which can convert SVG into VML, which was Microsoft's proprietary alternative to SVG. However, this does mean you're running Javascript code unnecessarily; you could cause performance issues in IE, or worse, it could load slow enough that the layout redraws after its loaded.
Therefore, for cross-browser compatiblity reasons, I would suggest not using SVG for your basic page layout.
Where I would use SVG is for graphs and charts, etc. For these, I would use the Raphael javascript library, which makes drawing SVG very easy, and also renders it as VML in IE, without you having to do any explicit conversion.
For creating non-square elements in CSS, there is a hack which uses the CSS borders to draw triangles and other shapes. This works in all browsers (with some minor caveats in IE6), so is great for creating spot-effects like marker arrows and speech bubbles.
See http://jonrohan.me/guide/css/creating-triangles-in-css/ for more info on this.
Great for spot effects, but should stress that I wouldn't recommend it for complex shapes; I have seen some people drawing entire pictures using it -- see http://www.cssplay.co.uk/menu/fivestar and other hacks on the same site -- but as I say, I wouldn't suggest actually doing this, except just to demo a hack like this guy.
Hope that helps.
[EDIT]
Per the OP's comments, he only wants to add a rectangular protruding part to a larger rectangular <div>, so in fact the shape he's trying to create isn't all that complex after all; in fact, it sounds a lot like a tab. Given this, the best recommendation by far is to forget about drawing it with SVG, and simply create two divs: one for the main content and one for the tab. If necessary, a third div can be created to wrap the other two. This may be helpful for referencing the two others together via CSS or Javascript.
I tend to advise you not using SVG for the layout, it's not really its purpose. It's best suited for diagrams, pictograms, charts or maps etc.
using SVG will have disavantages:
-First, support: IE<9 doesnt support SVG, or you'd need an external plugin.
-Integration: it's easy to have SVG inside HTML, but emmbeding HTML in SVG is quite unpractical.
-flow in layout: you can draw shapes easily, but placing blocks/text has to be done manually. in html two consecutive blocks will be displayed one below the second. In SVG you have to place them absolutely, ensure text inside them isn't too long cause their size won't adjust automatically.
I'm almost sure it would be easier to layout with HTML+CSS. And now with CSS3 you can rotate blocks, round borders, cast shadow. I would like to know which particular layout cause you problems.
We are in 2017 now, I belive that all major browsers support SVG.
So I would say SVG is a good option. You will probably need to use JavaScript to adjust elements on the screen and make them responsive, because SVG does not provide things such as flexbox, tables, float, etc. The advantage with that is that you will have more flexibility and will not have to deal with the limitations and side effects of CSS.
I'm trying to make some web-based board games, and I want the interface to be pannable and zoomable. Much like how in Google Maps, you can pan and zoom the map, I want the game board to be moved and zoomed. Unlike Google Maps of course, I do not want to work with image tiles.
Can anyone give me recommendations as to what technology to use? Would this be a good fit for plain HTML? HTML 5 Canvas? or SVG? Any particular JS libraries to recommend or something else entirely?
I'd like to avoid flash and Java. And browser compatibility is plus, but not the most important factor. For example, I think it would probably be OK to require Chrome Frame for older IEs.
Any ideas/advice would be appreciated.
A few thoughts:
Use the OpenLayers UI with a "fixed" strategy to load vector graphics for your board all at once. (This is overly heavy-weight, probably, but comes with pan-zoom and IE compatibility.)
Use Raphael to build your board in SVG, using RaphaelZPD for pan-zoom. RaphaelZPD isn't cross-browser (even though Raphael is), so you'd need Chrome Frame for IE compatibility. This would be pretty lightweight, I think.
Use pure SVG for your board, use SVGpan for pan-zoom. Chrome Frame required here too, though you could use SVGweb if you wanted. You could draw your boards right in Inkscape, clean up the SVG's and add whatever ID's you need in the XML (SVG is XML under the hood), and interact with the board with jQuerySVG if you like, or script interaction by hand. Did I mention that CSS works with SVG? I think this is your best bet.
I can't think of an advantage to using Canvas here, unless you had lots of animation or bitmaps. SVG is far more transparent in how it works - it's XML under the hood, and when rendered in a page, becomes DOM nodes you can easily manipulate in modern browsers.
Plain HTML would probably be hard to handle scaling with. I've seen plenty of image scalers, but haven't seen complex HTML structures, and complexity would be compounded by needing to pan at a zoomed level.
If you want total control of your development environment you could create your own web rendering plataform. I think you can use HTML canvas 5 as your interface with the browser.
You can easily implement drag, pan and zoom using HTML canvas. This approach is very similar with game development in many plataforms. Here an example of using HTML canvas 5 for an interface that supports pan, drag, and zoom.
Having the control of your environment you will have a wide range of possibilities.
If you don't mind tiles, I'd suggest checking out Polymaps "A JavaScript library for image- and vector-tiled maps using SVG". It's probably possible to borrow some parts from there for panning and zooming.