Techniques for Visualizing Data - cross-browser

I'm looking into providing several methods of visualizing a large volume of data. This may include, but will not be limited to, simple graphing. The techniques I'm exploring will involve shapes, text and lines. It will also involve interaction with elements (hiding, focusing, etc.) and animation (shifting, dragging, systematic reorganizing, etc.) of those elements.
SVG or Canvas seem like the obvious choices (in conjunction with a JS library--probably jQuery), but the lack of cross-browser availability is a concern. I'd prefer to avoid Flash/Flex, but right now it's the only rock solid, cross-browser technology I've found if support for IE7/8 is a requirement.
Does anyone have any other suggestions or any additional information that would make a technology I've listed seem even more appealing?
Thanks.

Check out the original Processing.org.
It may seem strange/anachronistic that they are using Java applets, but they were able to get better performance with Java than JavaScript. The applets seem to work everywhere, and you'll have access to lots of great Java libraries.

Don't think I saw this one mentioned: JavaScript InfoViz Toolkit
An interesting visualization I personally like is the treemap view. Nice for summarizing a lot of data in a single view.

You might want to take a look at Raphael and GRaphael. Raphael allows you to create vector graphics and will use SVG on SVG-capable browsers while automatically switching to VML on IE.
You could also take a look at the canvas-based processing.js.

HighCharts is a Javascript, good, free and cross-browser charting tool.
Take a look at the Highcharts demo

SVG is available on everything except IE, and VML is available on IE (since 5.5, IIRC). If you can serve both SVG and VML, you'll have vector graphics that virtually everyone can see. RaphaelJS is a Javascript library that can generate both formats from the same Javascript code, but of course that's just one way to do it.
Canvas is also available pretty much on everything except IE, but some crazy people wrote something called excanvas that emulates Canvas in, again, VML. From my friends and coworkers who have used it, I've heard the performance is worse than pretty much any other browser graphics solution, but if you want to do bitmap graphics portably, it's pretty much the only non-plugin game in town.
Which route you take -- vector or raster -- really depends on your application.

You might also try Protovis. (http://vis.stanford.edu/protovis/)

SVG and Canvas works for relatively simple data (i.e. where a few lines are enough). For complex data (say, frequency distributions, or something where you emit one sample per pixel), you should render a normal image on the server.

If you are using jquery for the graphing, I would definiately check out Flot which is as cross browser graphing/charting library.

Related

HTML5 canvas alternatives for d3.js, graph visualization library

Is there any Canvas library that is like d3.js (is svg library). I have a website here and I coded a graph with svg elements however it is not efficient on smart phone's browsers and works so slow. I now, want to change it with a 2d canvas type of it and see whether it is better or not. Can you suggest a canvas library that is useful for this purpose?
Thanks...
D3 is not necessarily an svg only library - svg is used in many cases, but the library can do any kind of representations that you would like to make. See this example of parallel coordinates using canvas in D3, by Kai Chang: http://bl.ocks.org/2409451
Also see here for some discussion on performance issues, etc, that might be helpful: https://groups.google.com/d/topic/d3-js/mtlTsGCULVQ/discussion
I know I am late to the party, but times have changed, and I believe this question deserves an updated answer. SVG performance has improved a lot over the years and especially for the non-trivial graph-like visualizations it often gives superior performance; but it really depends on the exact use-case: If the visualization is simple and consists of thousands of elements, especially on mobile, Canvas may be the faster option. If the visualization is almost trivial, WebGL gives the best performance and beats Canvas hands-down - especially on mobile!
However WebGL especially and also Canvas are a bit harder to use than the declarative approach that SVG uses. Things like CSS animations and transitions are easy to do with SVG and give good performance due to being hardware accelerated and totally independent of JavaScript performance. Canvas and WebGL always require JavaScript.
If you take a look at the commercial graph drawing library yFiles for HTML you will see that it offers all three technologies at the same time. This is because all three can be the best choice, depending on the exact use-case.
There is a blog entry that compares the performance of SVG, Canvas, and WebGL especially in the context of graph visualization. It compares various graph sizes and categories of devices. The "conclusion" is that there is not a clear winner. Often times the combination of all three technologies gives the best results. For smaller graphs, though, SVG most of the time gives very good results and is a pleasure to work with. That's also the reason why d3.js has its focus on SVG, rather than Canvas and WebGL, I would say.
There is an interactive demo linked from that blog entry that let's you play with the various technologies and see their strengths and weaknesses. Of course the demo mainly compares the three technologies used in that specific library so your results may vary, but they spent a lot of time optimizing all three technologies in that library, so I think the results are not too biased.
Disclaimer: I work for the company that creates the above mentioned library, but I do not represent my employer here on SO. I think what I said should be valid not just for that library.
For the Samsung Olympic Genome Project facebook app, we used http://thejit.org to make the force directed graph style animation for the app. It's heavily modified by me and others on my team of course, and only plays a very small part in the app, but it's quite a powerful framework.
Chart.js is a javascript library that just came out that creates charts using HTML5 for rendering. Its not as feature inclusive as D3, but it is working to become exactly that in the future. http://www.chartjs.org/
Take a look at Cytoscape.JS which uses a HTML5 canvas for rendering. At the time of writing this it's in its infancy but the project seems promising. According to its wiki the library supports both desktop and mobile browsers:
Cytoscape.js is easily integrated into your webapp, especially since
Cytoscape.js supports both desktop browsers, like Chrome, and mobile
browsers, like on the iPad.

Are there any HTML5 UI frameworks that render to canvas instead of using HTML elements?

I realize that some people think it is crazy to re-implement all the UI functionality of HTML in a canvas-based framework (and there are some stackoverflow questions that suggest this), but is anyone actually working on a library like this?
To clarify, the library would render all UI elements like edit boxes, labels, buttons, combo boxes, list views, etc. on the canvas directly. There would be no HTML or CSS.
I stumbled upon this idea today. Found the library Zebra. Haven't tried it out yet.
https://zebkit.org/
For web apps I think this makes perfect sense. HTML/CSS is just not good enough to create stable apps easily. The DOM and layouts are just too quirky and the performance too low.
What we need is something like Silverlight but without the plugin. Stable components and a great framework.
Canvas apps could be made just as accessible as html web apps. Probably more so even.
Perhaps WebGL is even better, its performance is definitely better than Canvas if done properly.
Thunderhead was a mozilla experiment built along with bespin (now skywriter).
From the project description:
Thunderhead is a Mozilla Labs experiment to explore a JavaScript-based
GUI toolkit that works with DOM elements and canvas to render
components.
The problem is accessibility, canvas just isn't.
I've just reviewed zebkit.com today. Amazing and absolutely not crazy, rather essential. Try running most DOM node trees on a mobile device and you will soon know this is true. Then in contrast run the Zebkit kitchen sink demo and be shocked. You might have to reconsider your projects approach.
Coming from Java to HTML5 I definitely see some nice OOP at play in the Zebkit API, it is needed to provide the simple canvas some powerful structure. Also I really like the JSON support, it acts much like a CSS format for the canvas. Using JSON this way fits well into the Web Component mindset and the practicality of HTML partials. There are a lot of goodies in this API.
In the end all ways of producing graphics for the Web render pixels anyways. Maybe we have just added to many abstractions between the logic we what to produce and the end screen to realize this fact. With Zebkit it feels like your almost working at the native level, plus it adds in all the graces of Javascript and JSON, sweet indeed. Plus your free to mix and match in DOM as desired.
Now there is Flutter's CanvasKit renderer. Google docs is moving to Canvas.

Whats will the html5 canvas actually be used for apart from paint type programs?

I know that html 5 canvas will allow for paint style image creating and manipulation, but what use does this really have? I just don't really understand all the hype when the practice use seems limited.
Thanks
GAMES! That's what I'm using it for. Diagonal lines, spinning cubes, triangles (all previously very difficult in basic HTML) are now easy. Combine this with Node.js and you've got COMET backed multi-player GAMES!!! All without the user needing to download Flash or Silverlight or whatever...
Here's some sources on the subject:
http://www.canvasdemos.com/type/games/
Creating a live checkers-like web app with PHP, JS, CSS and HTML?
Other than this, I guess you could use it to "Paint" your website. Instead of using images for gradients, buttons, whatever you could use the canvas instead. Could be more performant since it would reduce the amount of files the client needs to download, but do you really want to programmatically draw all your images??? Not sure about that, but for some images, like gradients, I could see it being useful.
Oh! I would daresay that you haven't seen good HTML5 + CSS3 implementations.
Check these wonders on Canvas.
CSS3-Man
Ball Droppings ( Bonus: View Source to see the wonderfully commented source code)
And if that didn't leave you dumbstruck, check out the wonderful website http://www.chromeexperiments.com for pretty nifty canvas works.
Plus, do you know that there is a new library called processing.js for these kind of stuff.
You just don't see it production much because, browsers haven't fully adopted HTML5 yet. But they soon will. That being said, please open all these examples on a Web-Kit Browser (Google Chrome or Apple Safari) for better results.

Making Javascript and HTML5 games

A long time ago (Netscape 4-era), I wrote Javascript-based games: Pong, Minesweeper, and John Conway's Life among them. I'm getting back into it, and want to get my hands even dirtier.
I have a few games in mind:
Axis & Allies clone, with rugged maps and complex rules.
Tetris clone, possibly with real-time player-vs-player or player-vs-computer mode
Breakout clone, with a couple weapons and particle velocities
In all of these, I have only a few objectives:
Use JavaScript and HTML 5 - it should run on Chrome, Safari, or maybe an iPad.
Start small and simple, then build-up features.
Learn something new about game design and implementation.
So my questions are:
How would you implement these games?
Do you have any technology recommendations?
If you've written these games, what was the hardest part?
N.B.
I also want to start from first-principles - if you recommend a framework/library, I would appreciate some theory or implementation details behind it. These games are different enough that I should learn something new from each one.
Depends how much you want to start from scratch. To answer your direct questions:
1) How would you implement these games?
A: JavaScript + Canvas. Canvas is the 2D drawing surface from HTML5. Performance is pretty good on desktop machines, not so great on iOS and Android devices (as of the date of this post). If mobile is your utmost concern, you need to use the DOM and CSS3 3D transforms which trigger the GPU on those devices.
2) Do you have any technology recommendations?
A: This is sort of answered by the first question. JavaScript is a must, but I would ignore jQuery. You are targeting HTML5 devices, so no need to compensate for legacy browsers. As you are probably using Canvas, no need to smooth over the DOM interaction, either. There are some higher level libraries which make interacting with Canvas easier, such as Easel.js. WebSockets are useful for bi-directional streaming communication. And Box2D is useful for a physics engine. Local Storage is simple key/value string data for things like level progress, but for anything complex, you'll want WebSQL DB. For large binary assets you'll want to look at the File System API. Finally, don't be afraid of WebGL, as it is extremely fast and useful for 2D games.
3) What is the hardest part?
A: Almost certainly the hardest part is the debugging. WebKit's Developer Tools can make this easier, so don't leave home without them.
Put simply use Canvas for moving lots of stuff around the screen and SVG for prettier, slower, vector graphics.
One of the first things you should do is write a speed test program to see what can be done with Canvas and then play with it.
I wrote a blog post about Canvas & writing HTML5 games
edit 2019-02: processing.js is old and not well supported. Instead, try p5.js, which is equivalent and up to date.
Don't forget processing.js, which is a pretty well tested full-stack graphics and interactivity javascript framework, which has substantial (if not comprehensive) support for most I/O, sounds, graphics, and even WebGL. If you write vanilla Processing code, which is basically Java syntax compiled to JavaScript, you can use many open-source debuggers out there, including the native Processing environment. Other than that, you can integrate any other JavaScript code you have a mind to include.
Here is a guide for the JavaScript developer, explaining much of what you might want to know.
Check it out. Good stuff.
The hardest part, for me, was that there were no tools to help make the graphics, as there is no Maya export to canvas, for example, so, everything is done manually, with primitives, unless you want to take bitmaps that you will modify as though they are sprites.
At the time there was no real support for text in canvas, so my solution didn't work using excanvas, but worked fine on Safari and Firefox.
So, you may want to look at what HTML5 features you want to support, such as a built-in database, and then decide which browsers you are willing to work on.
How to implement these will largely depend on how you want to create the graphics, and if you want to do 3D graphics, as then the bitmapped sprites would not work.
Tom here from Scirra (Construct 2 game maker). We make an HTML5 games engine called Construct 2, it exports purely to HTML5 no Flash in sight!
Construct 2 uses an event based system to add logic to your games and does tons of the repetitive/difficult legwork for you. For example adding polygon collision to objects without some visual editor is a difficult task to undertake sometimes.
Anyway we think it's worth a look and you can get results very quickly from it as well. It's an alternative to coding the entire game you might want to take into consideration when developing HTML5 games.
Take a look at ChromeExperiments The examples are from around the world using the latest open standards, including HTML5, Canvas, SVG, and javascript.
Maybe this is not what you wanted to hear, but have you thought of starting with a good book?
http://www.amazon.com/s/ref=nb_sb_noss_2?url=search-alias%3Daps&field-keywords=html5%20game
A good book will save you a lot of time, and start you off right at the basics.
A good question when I also started to learn HTML5 I also came across this question, finally after lot of research I found best way to do is by using some engine or framework. I learned canvas and made my own game but that took hours of logic and 100+ lines of code.
Better go with scirra, it might reduce your work.
I'm currently working on a series of blog posts explaining how to build a Javascript game using EaselJS and Box2D for physics. Here's Part 1.

html5 canvas element and svg

Why do we need the html5 canvas element, when the same can be achieved through embedded svg?
SVG and canvas aren't really interchangeable technologies. SVG is a type of retained mode graphics where everything is drawn from a rather abstract model (the SVG document). Canvas on the other hand is a kind of immediate mode graphics, where there is no model and the client (JavaScript) must take care of redrawing, animations etc.
SVG is a markup language for vector graphics and has DOM. This makes it very easy to alter the content after its creation.
Canvas is a painting surface just like MS Paint without an undo button. You cannot alter the content. You only can overpaint it. It is very performant because the browser does not need to handle a complete DOM for the image. And there is a possibility that canvas can handle 3D drawing in the future.
http://people.mozilla.com/~vladimir/xtech2006/ has nice comparison.
With canvas you don't have to deal with the DOM, which leads to faster and easier to write code. SVG is a mess as a specification, too...
an illustration: My blog engine (blogger) doesn't support SVG (it's not a XHTML document). I wrote a tool converting SVG to the canvas element: http://plindenbaum.blogspot.com/2009/11/tool-converting-svg-to-canvas_22.html
Here is an explanation of how to parse a simple svg and draw it on a canvas..
http://www.ikeralbeniz.net/2010/11/03/jugando-con-html5-canvas-y-svg-i/
http://www.ikeralbeniz.net/2010/11/04/jugando-con-html5-canvas-y-svg-ii/
in further posts the svg parser will be completed with transparencies and gradients
you might also find this comparison useful:
http://dev.opera.com/articles/view/svg-or-canvas-choosing-between-the-two/
This isn't really a technical answer but I think it's the correct answer.
The bottom line is we don't need both. Yes I know there are differences between vector and raster graphics and different ways to control paths, objects, animations, etc. between the two, but to the end-user it's all the same. Yes, SVG is a little more powerful right now because of its longer existence but with a little more work you can do the same things with Canvas.
I believe the reality is Canvas is part of an overwhelming backlash against XML itself in web development. I believe most web developers, especially those working with limited time and resources, outside "enterprise" environments, dislike the complexity of XML. Canvas is part of a set of preferred just-do-one-thing technologies just like HTML5 is preferred over XHTML, JSON is preferred over XML, and even YAML is preferred over XML.
I think the idea is similar to the *nix philosophy of having many specific tools doing one thing right and efficiently rather than one mega tool doing many things. (It's also similar to the philosophy held by many fixed gear bicycle riders who shun incredibly precise and advanced derailleur technology for the simplicity of one direct drive gear.)
Don't get me wrong, I believe XML is an incredibly powerful and brilliant technology thought up and developed by brilliant people to be the ultimate Swiss army-knife of the web, programming, configuration, data storage, etc; but that doesn't mean it's easier to manage and style a series of complex paths than it is to just draw pixels on a .
I know my answer is opinionated and I don't intend this to be a flame. I love SVG and I wish it would have gotten more support over the years (especially from IE), but I feel the tide turning towards Canvas simply due to the psychology of standards setters and the web developers that influence them.
Long term I'd like to see SVG make XML optional and move to a more JSON-like structure that's simpler to manipulate with JavaScript, perhaps even becoming a vector-based Canvas context. That would be the best solution for the web in my opinion.
Because we then do not need to worry about what support such embedding ;-)
In this fashion the focus for application developpers is to adhere to standards and let the client designers do the same. and hence spare everyone to worry about plug-ins, versions, security setups, etc...