By Raffaele Cecco
With HTML5 and better net browser aid, JavaScript has develop into the instrument of selection for growing high-performance net portraits. This faced-paced publication indicates you the way to take advantage of JavaScript, jQuery, DHTML, and HTML5's Canvas aspect to create wealthy net purposes for pcs and cellular units.
via following real-world examples, skilled net builders examine enjoyable and priceless methods to arcade video games, DHTML results, enterprise dashboards, and different purposes. This booklet serves advanced topics in simply digestible items, and every subject acts as a origin for the subsequent.
* take on JavaScript optimization and know how it affects functionality
* Create fast-moving pictures via combining old-school DHTML with jQuery
* examine complicated UI recommendations utilizing the jQuery UI and Ext JS libraries
* construct video games with collision detection, item dealing with, and JavaScript scrolling innovations
* grasp HTML5 Canvas fundamentals for drawings, fills, bitmaps, animation, and extra
* Create purposes for the small monitor with jQuery cellular and PhoneGap
* Use Google’s facts visualization instruments to create interactive dashboards
Read Online or Download Supercharged JavaScript Graphics: with HTML5 canvas, jQuery, and More PDF
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Extra resources for Supercharged JavaScript Graphics: with HTML5 canvas, jQuery, and More
Sample text
Var horizOffset = -(index * 64 % 256); // 64 is the sprite width. Notice how the values calculated are negated. Imagine that the div element is a fixed, 64-pixel-square aperture above the first cog image (index = 0). To show the next cog image (index = 1), the container image must be moved to the left by 64 pixels (negative horizontal offset). If the index were set to the last cog image (index = 4), the container image would need to move up by 64 pixels (negative vertical offset). Figure 2-1. Animation images embedded into a single container image; each dotted grid square represents 32 pixels How are sprites of different sizes handled?
Length; for (var i = 0; i < len; i++) { processItem(items[i]); } }; // The 'fast' way. length - idx; while (i--) { processItem(items[idx++]); } }; Figure 1-6 shows the improvement. Ouch. The real work within the loops has made the loop unrolling benefit a drop in the ocean. It is somewhat akin to ordering the 4,000calorie Mega Burger Meal and hoping the diet soda will make things less fattening. Considering the 10,000 iterations, this is a disappointing set of results. The moral of this story is that JavaScript loops are actually rather efficient, and you need to place micro-optimizations within the context of real application behavior to realistically test their benefits.
As well as making the order of parameters noncritical, this also allows other objects inheriting from DHTMLSprite to simply add their own setup parameters inside params. Any object using params can ignore parameters not relevant to it. Table 2-1 shows the parameters passed within the params object. var DHTMLSprite = function (params) { Table 2-1. DHTMLSprite object parameters Parameter Description images Path to the images file imagesWidth Pixel width of the images file width Pixel width of sprite height Pixel height of sprite $drawTarget The parent element into which the sprite will append its own div element Here we make local variable copies of the params properties.



