Posted by: pareshj on: September 10, 2009
The ability of the web to deliver 3D content is nothing new: people have been finding ways to create 3D within Flash since ActionScript 1.
But in the last year there’s been a sea-change in terms of the richness and proliferation of 3D content on the web. 3D is here to stay, and it’s time that every web designer and developer sat up and took note. So what’s been happening?
The use of Flash for the delivery of visually rich and immersive content only really opened up with the introduction of AS3 and Flash Player 9. AS3 is a much more robust and powerful programming language than its predecessor and the AVM2 (ActionScript Virtual Machine 2) with Flash Player 9 introduced many advantages.
While there were 3D libraries for AS2, it was with AS3 that open source 3D libraries including Papervision3D and Away3D emerged as a way to bring 3D to Flash with relative ease. Sandy has also developed an AS3 Library plus there’s Alternativa, which is free for non-commercial use.
Flash Player 10
With every version release of the Flash Player, a wealth of new features and possibilities is introduced and Flash Player 10 is no exception. Penetration is sitting at around 75 per cent for most markets, so it shouldn’t be long before publishing for Flash Player 10 will become the norm. Here are a few of the exciting new features it offers to 3D developers.
Native 3D: Until now, 3D hasn’t been a native feature of Flash. And while it will in no way replace the open source 3D libraries, it will offer a superior solution in cases where simple 3D is required. There are no cameras, effects, depth sorting, complex objects or 3D model support.
However, because it’s native it’s very fast and lightweight. For designers who just want simple interactive 3D elements, it offers a whole new range of possibilities. Any display object can now be rotated and animated along the x, y or z axis in 3D space via the Flash IDE or ActionScript.
Pixel Bender: The Pixel Bender toolkit is available free from Adobe. It provides a tool to create, compile and export pixel shaders for use in Flash Player 10 and other CS4 products. Taking various forms of input, the pixel shader is run on every pixel of the input source with the simple task of outputting the value of the pixel after calculations have been performed.
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PIXEL BENDER: The Pixel Bender toolkit is used to create shaders that can be used within Flash to create filters and effects
It runs at a lower level than ActionScript and runs calculations in parallel, so it has the ability to perform complex tasks at lightning speed. It’s primarily intended for filters and effects and can be animated, so expect to see a fast uptake for its use in transition effects and the like. Developers can share their filters at the Pixel Bender exchange.
There’s also the ability to pass other types of data such as bitmapData, vectors and byteArrays to the shader. This means that experienced users will be able to harness its speed for doing complex calculations for applications like advanced physics simulations, sound processing and number crunching in 3D engines.
Alchemy: Alchemy enables you to compile existing C and C++ code libraries to AS3 as a SWF or SWC to run within FP10 or AIR 1.5. The compiled libraries can then be accessed directly using AS3. This means developers can tap into thousands of open source C and C++ libraries and compile them to be used in their web applications to expand the possibilities of what’s technically possible.
The compiled library will be ideal for tasks that require intensive calculations. Adobe Labs suggest uses such as audio/video transcoding, data manipulation, XML parsing, cryptographic functions or physics simulation. They suggest performance can be considerably faster than trying to achieve the same result using AS3 alone.
Drawing API: With every recent release of Flash there have been modest updates to the drawing API but with Flash 10, the changes are anything but modest. For starters, there’s a much faster and more powerful way to draw lines using the new drawPath method and the introduction of winding.
Triangle drawing methods have been added, primarily aimed at 3D effects but useful for a lot more besides. Significant improvements to bitmap fills when combined with the new triangle provide a powerful means for distorting bitmaps.
And the list goes on, including a set of new graphics data classes that can act as containers for drawing information and can be passed around, used with any target or reused.
Contemplating what the introduction of all these features means makes you think. On the one hand, there’s excitement at the huge increase in potential, all the new toys to play with and the fact that pretty much any visuals that can be conceived can probably now be realised within ActionScript. Yet at the same time there is trepidation in the spiralling complexity of it all.
The sites of the future that define the next era in Flash will demand a superior level of technical understanding to even be conceived. The role of the purely graphical Flash designer may become limited while designers with technical ability begin to shine.
Source: http://www.techradar.com/
Posted by: pareshj on: September 10, 2009
Some have embraced it, some have discarded it as too far in the future, and some have abandoned a misused friend in favor of an old flame in preparation. Whatever side of the debate you’re on, you’ve most likely heard all the blogging chatter surrounding the “new hotness” that is HTML5. It’s everywhere, it’s coming, and you want to know everything you can before it’s old news.
Things like jQuery plugins, formatting techniques, and design trends change very quickly throughout the Web community. And for the most part we’ve all accepted that some of the things we learn today can be obsolete tomorrow, but that’s the nature of our industry.
When looking for some stability, we can usually turn to the code itself as it tends to stay unchanged for a long time (relatively speaking). So when something comes along and changes our code, it’s a big deal; and there are going to be some growing pains we’ll have to work through. Luckily, rumor has it, that we have one less change to worry about.
In this article, I’m hoping to give you some tips and insight into HTML5 to help ease the inevitable pain that comes with transitioning to a slightly different syntax.
Welcome to HTML5.

When I first started researching HTML5 a few months ago, one of the main things I struggled to find was the doctype. A simple thing, you’d think it would be everywhere, but after much frustration, I finally found it buried within w3.org and here it is:
<!DOCTYPE html>
I was also curious why they chose to “html” rather than “html5″, it seemed like the logical way to tell a browser that the current document was written in HTML5, and offered a good template for the future. But I found that <!DOCTYPE html5> triggers Quirks Mode in IE6, and when taking backwards compatibility into consideration <!DOCTYPE html> is a pretty good choice (in my opinion).
Overall, I really like the new DOCTYPE; it’s small, meaningful, and maybe we’ll actually be able to remember this one by heart and not have to paste it from site to site.
At first glance, with HTML5, the new elements immediately jump out and command attention. The W3C really listened to the community and planned for the future when architecting the abundance of new elements available. We have everything from basic structural elements like <header> and <footer> to others like <canvas> and <audio> that tap into, what seems to be, a very powerful API which allows us the freedom to create more user-friendly applications while further distancing ourselves from reliance on Flash for saving data and intense animation.
<header><nav><section><div> does by separating off a portion of the document.<article><aside><footer>When you take a look at these new elements, it looks like they’re just replacing our common DIV IDs; and in a way, it’s true. But, the diagram below shows that elements like <header> and <footer> can be used more than once on a single page where they behave more like classes and normal HTML elements that you can use over and over again to retain a semantic structure.

Elements like <header> and <footer> are not just meant to represent the top and bottom of the current document, but they also represent the <header> and <footer> of each document section, much the way we use <thead> and <tfoot> in data tables.
The benefits of using these structural elements is mainly due to the fact that they are extremely well defined and provide a great way to semantically structure your document. However, these elements do need to be used with some careful thought because they can, very easily be overused.
Even though HTML 4.01, XHTML 1.0, & HTML5 are all very similar there are some small syntax differences that can, very easily, slip past anyone and invalidate code. Keeping this in mind, HTML5 has some built-in “slack” to make the transition a little easier.
For example, when marking up a form in HTML5, this is the proper syntax for an input text element:
<input type="text" id="name">
But this is also accepted as valid code in an attempt to ease the pain for avid XHTML coders (like myself) who are used to self-closing elements:
<input type="text" id="name"/>
The same rules apply to <meta> and other self closing elements. Legacy elements like <b> and <i> were also left in to help those coming over from HTML 4.01.l
With any new technology there has to be benefit; why else would you use it? If your old code works just as well and efficient as the new code there’s no reason to upgrade. No reason at all, trust me, I checked.
Luckily HTML5 is packed with cool new features, code slimming techniques and a lot of stuff I would call very large benefits. Most of which circle around the new APIs and the DOM tree.
The most obvious benefit built into HTML5 is the numerous APIs and the opportunities it opens up for the future of web apps with Holy Grail of application cache and offline capabilities. Google Gears gave us offline data storage and Flash introduced us to the power of application cache (Pandora uses it to save your log in information). With HTML5, these capabilities are now available to use right in the language and can easily be expanded with JavaScript.
HTML5 relies on light scripting to flex its muscles on the Web; this is very possibly the first time, other than jQuery, that one (front-end) technology has fully acknowledged another. Sure, we connect them with classes and IDs but up until now, they have been perceived as separate layers by the principles of progressive enhancement. But as the Web grows we need unity like this across the Web.

The coolest part about HTML5 is definitely its offline capabilities. Programs like Thunderbird and Outlook (and now GMail to an extent) let you browse through your old data while staying offline. With HTML5, you’ll have this same functionality, but in the browser. This is the first serious step towards bridging the gap between the desktop and the Web, and opens all sorts of doors for the future of Web apps.
The W3C has taken the best parts from the various Web technologies and rolled them into, what is being dubbed the most powerful markup language to date.
<video width="400" height="360" src="vid.mp4">
Even with the very limited support for HTML5, the Web is far too progressive to not create a testing environment for us to play around. Currently, Safari is our best testing platform, as it supports most of the new elements and APIs. Of course, that may change at anytime so keep and eye on Opera, Chrome and Firefox as well.
Normally you might think since Safari is a Webkit browser, by default, all Webkit browsers would support the same elements, unfortunately, this isn’t the case. While many of the HTML5 features are supported across the board in Webkit browsers, there are some, like <video>, that are not.
To effectively use HTML5 right now, we need to be able to control the environment in which it is used. Since support is not as widespread as we’d like it doesn’t make real sense for it to be heavily used unless, of course, we can lock down the usage to certain platforms which have HTML5 support. With Webkit leading the way for HTML5, we can safely focus on devices powered by Webkit.

The 3 hottest mobile devices right now: The Palm Pre, iPhone 3Gs and the new Google Android phone all have browsers that are based off the Webkit rendering engine.
Safari is even leading the way on the mobile HTML5 front; The iPhone (with the latest software upgrade) is the only device I could get to properly render the <audio> element. Because these devices are so young and all use the same rendering engine, the likelihood of them pushing a rapid software upgrade is pretty high.
Right now, you can confidently use many of the HTML5 features in iPhone Web app development and mostly likely expect Pre and Android to follow in suit.
Even with all the recent hype surrounding HTML5 and how we all want to use it, it is still going to be a very slow transition away from HTML4.01 & XHTML1.0. It will take time to get developers up to speed, test all the features, waiting for all the :ahem: browsers to catch up, and it will take an especially long time for users to transition out of those old browsers. With all that in mind, we know who we are, we’re all reading this article (I’ve read it about 30 times so far) and we know we have to find a legitimate way to move forward without damaging the past.
We can’t make the full switch yet and there’s no use at this point pointing out who is holding up the show. We all know that any responsible developer would not drop support for a browser that is still heavily used. So rather than yell at a brick wall, here are some things I’ve found that might help us move forward in a positive way:
Semantically aligning your DIV names with that of the new HTML5 elements will help you get used to the names themselves and also the new functionality and nesting that they want you to do with the <header> and <footer> elements. These are akin to learning the intro the Enter Sandman (for the guitarist out there); it’s not very difficult, but it takes a little practice to get it to feel natural.
Before jumping in full-force to HTML5 production sites, I recommend trying the soft transition with changing your DIV names slightly. There’s no downside that I’ve found to doing this, you can even use the new DOCTYPE with very little consequence.
First off, I’d like to say: Please don’t do this in production. If the client side scripting fails, it will completely collapse the site in browsers that won’t take CSS applied to the new elements. This is simply not a good option. It is, however, an option and I’m all about knowing your options no matter what they are.
Working in jQuery is cool and all, but as it turns out, there is a built in function to JavaScript to deal with creating new elements:
document.createElement('header');
document.createElement('footer');
document.createElement('section');
document.createElement('aside');
document.createElement('nav');
document.createElement('article');
document.createElement('figure');
document.createElement('time');
…and so on in that fashion.
This will allow you to style these elements in Internet Explorer. Again, the downside of using this technique is that, without the all-important JavaScript, the site will not only be unstyled, all the unrecognized elements will default to inline. So your site will literally collapse on itself.
Client side JavaScript is not the answer for using HTML5. Server side javascript, now that’s a completely different story…
I’ve always promoted building sites for your audience, so depending on your audience, building browser-specific applications may be a real option. As I mentioned above, it’s all about controlling the environment, if we can control the environment we can control features delivered to the user much better. Google is currently attempting to do this with Google Wave.
The idea behind Google’s new monster product is to revolutionize communication, and do so with the newest technology. Google Wave is built in HTML5 and isn’t usable in all browsers yet. But that’s alright since they’re controlling the audience by only releasing it to select developers for testing.

With Wave, Google is pushing HTML5 as far as it will go (and even a little further). They are taking blogs, wikis, instant messaging, e-mail and synchronous communication to the next level by combining them into place.
Here is what the Wave inbox looks like.

Below is a sort of wiki/chat area with all sorts of real-time communication treats for you to check out (once they release it).

Google Wave being powered by HTML5 is definitely the biggest step forward we have seen in this area. They have done a phenomenal job putting together a creative and innovative product.
Just like Google is currently doing with Wave by selectively releasing it to developers, we can control the viewing environment when working with mobile devices. By grabbing the user agent, we can design specific applications that use HTML5 for supported devices.
Targeting the user agent of a device is not an ideal method in designing for the general mobile web, but when we need to specifically target a device, like the iPhone, Pre or Google’s Android it’s a pretty solid option.
Right now, the best mobile testing platform we have is the iPhone. With the recent software upgrade, it is very close to having full support. But, if you just want to use the new elements, most any of the big 3 mobile platforms will work fine. If you’re looking for API support I suggest testing on the iPhone with the new upgraded software.
With the strong foundations set up by previous versions of (X)HTML and large community activity surrounding Web standards, we’re coming into a new age with a wealth of knowledge and the ability to learn from our past mistakes (and make some new ones). HTML5 is being set up with the expectations of a very powerful markup language and it’s up to us to utilize it in a way that can benefit us all.
There are so many great features to look forward to from new elements to tons of killer APIs. We can make data available offline, easily combine technologies and create very intricate animations all within a familiar landscape. If you have the time, I encourage you to browse through the entire spec and familiarize yourself even further with all the bells and whistles (there are a lot) so we can use HTML5 to build stronger, richer Web applications for years to come.
Here’s to HTML5, let’s hope it lives up to the hype.
source : http://www.smashingmagazine.com/2009/07/16/html5-and-the-future-of-the-web/
Posted by: pareshj on: September 10, 2009
Very simple. call external files
HTML CODE
a href =” loremipsum1. html “
[div id="previewWin"] [/div]
CSS code
#previewWin {
background-color: #FF9;
width: 400px;
height: 100px;
font: .8em arial, helvetica, sans-serif;
padding: 5px;
position: absolute;
visibility: hidden;
top: 10px;
left: 10px;
border: 1px #CC0 solid;
clip: auto;
overflow: hidden;
}
#previewWin h1, #previewWin h2 {
font-size: 1.0em;
}
Javascript Code
window.onload = initAll;
var xhr = false;
var xPos, yPos;
function initAll() {
var allLinks = document.getElementsByTagName(“a”);
for (var i=0; i< allLinks.length; i++) {
allLinks[i].onmouseover = showPreview;
}
}
function showPreview(evt) {
getPreview(evt);
return false;
}
function hidePreview() {
document.getElementById(“previewWin”).style.visibility = “hidden”;
}
function getPreview(evt) {
if (evt) {
var url = evt.target;
}
else {
evt = window.event;
var url = evt.srcElement;
}
xPos = evt.clientX;
yPos = evt.clientY;
if (window.XMLHttpRequest) {
xhr = new XMLHttpRequest();
}
else {
if (window.ActiveXObject) {
try {
xhr = new ActiveXObject(“Microsoft.XMLHTTP”);
}
catch (e) { }
}
}
if (xhr) {
xhr.onreadystatechange = showContents;
xhr.open(“GET”, url, true);
xhr.send(null);
}
else {
alert(“Sorry, but I couldn’t create an XMLHttpRequest”);
}
}
function showContents() {
var prevWin = document.getElementById(“previewWin”);
if (xhr.readyState == 4) {
prevWin.innerHTML = (xhr.status == 200) ? xhr.responseText : “There was a problem with the request ” + xhr.status;
prevWin.style.top = parseInt(yPos)+2 + “px”;
prevWin.style.left = parseInt(xPos)+2 + “px”;
prevWin.style.visibility = “visible”;
prevWin.onmouseout = hidePreview;
}
}
demo at: http://www.rpi.edu/~zappenj/Ajax/Preview/preview.html
Posted by: pareshj on: June 3, 2009
http://lab.andre-michelle.com/tonematrix/
http://www.hobnox.com/
Posted by: pareshj on: June 3, 2009

LG also does not want to be left out of new Blu-ray player releases, featuring CES 2009 debutants BD370 and BD390. Both models are new Network Blu-ray players equipped with NetCast Entertainment Access as well as Wi-Fi connectivity, featuring extensive content-on-demand options for instant access to Roxio CinemaNow, Netflix and YouTube content for instant entertainment right out of the box. Let’s just hope that you will find something interesting enough to watch with all these scintillating options placed before you. Some of the shared features among both units include :-
The LG BD370 and LG BD390 can be found at retail stores near you, retailing for $299.95 and $399.95, respectively.
Posted by: pareshj on: June 3, 2009

Microsoft announced that Windows 7 would be “generally available” on October 22, according to a Dow Jones news report. UPDATED with confirmation by Microsoft.
Bill Veghte, SVP of the Windows business, is quoted as saying: “We feel confident that we will deliver Windows 7 with our partners on Oct. 22.” Does this mean it appears in retail PCs before it appears in boxes, or will it all hit together on the same day? Regardless, it’s a pretty nice early date, definitely good for the Christmas PC-buying season, assuming there is a Christmas this year.
We have confirmed the date with Microsoft, and have received this helpful definition: “General Availability (GA) is when consumers can actually purchase the software and PCs with the software preinstalled.” Also, “release to manufacturing” (RTM), when the finished software is given to computer makers to pre-load on new machines, takes place in “late July,” presumably over a matter of weeks.
Source: gizmodo.com
Posted by: pareshj on: June 3, 2009

Nowadays, USB hubs come in all shapes and sizes. This post showcases our favorite examples of unusual and creative USB hub designs.
This creative USB hub transforms from a robot into a tiny laptop computer with 4 port USB hub. [link]


With this 49-port USB hub you will never have to worry about unplugging anything ever again. [link]

A six-legged creature with the ability to hook up to USB devices through any and all of its highly adjustable limbs. [link]

This unusual USB hub allows you to connect 4 different USB devices. [link]

This R2-D2 USB hub from Japan’s Cube-Works is a perfect gift for any Star Wars fan. [link]

Now you can power up all your USB devices with a blast from the past. There may no longer be tape hanging randomly from telegraph poles around the country anymore, but the icon can live on on your desktop. [link]

Creative USB hub inside a Mario Kart SNES cartridge. [link]

Stackable LEGO USB hubs are available only from Korean retailer DCX for 15,920 KRW ($12 USD). [link]

Learn how to create a USB hub from an old video tape. [link]

Super Kid USB 4-Port Hub allows users to connect USB devices via his hands and feet. [link]

Posted by: pareshj on: April 29, 2009
We certainly recommend that people interested in playing modern games on their PC prioritize putting in a good graphics card. Not everyone needs or wants a big power-hungry $400 pixel-pushing monster, but the $200–$250 price point seems to be the sweet spot in terms of the price/performance ratio and overall game-playing satisfaction.Still, not everyone can go that route—or wants to. Many people have older systems, and don’t want to spend a lot of money when most of their games will be limited by a slow CPU or limited RAM. Some are on a limited budget. Others have a system that the OEM provided with a modest power supply that can’t run what we would call “mid-range” graphics cards.
And of course, there’s the OEM market: pre-built PCs. Even in some of the pricier configurations, most system builders will boost CPU speed, RAM, or hard drive capacity while still including a fairly entry-level graphics card.
Whatever the reason, the least “interesting” but highest volume of sales for PC graphics happens in the <$100 price range. Thanks to a new 40nm manufacturing process and the use of GDDR5, ATI’s new Radeon HD 4770 manages to bring impressive performance to the $99 price point.