Earlier this week Chrome for Android was finally announced and web developers everywhere celebrated. Not only did we have one of the best browsers now on our phones, but we had access to remote debugging, which we have been waiting for and talking about forever.
Remote debugging allows a developer to use the browsers developer tools from a desktop computer while inspecting and manipulating the website on the mobile device – all in real time! This means you no longer have to use alert boxes to debug a problem that only reproduces on the phone.
So, while there have been a fewearlierimplementations of something similar, Chrome for android brings us the rock solid experience that we have been waiting for. Without further ado, here is a quick tutorial on how to get remote debugging up and running.
Update: I’d like to specifically point out that Opera Mobile has has this functionality for quite some time now and you’re able to do it without USB or a SDK (miketaylr had an awesome presentation on it at jQuer conf). So, develop in whatever browser you prefer and use both these tools when you’re debugging that specific mobile browser. Continue reading →
Happy New Year! I hope everyone had an awesome holidays. To celebrate, I’m going to be giving away 5 of these kickass HTML5 shirts that the folks at Microsoft have kindly provided.
These aren’t your regular HTML5 shirts, they come from Canada so naturally they involve a polar bear, a beaver and a moose.
How To Enter
To enter, simply sent out a tweet with the hashtag #HTML5shirt and a link to this post.
“Win a #HTML5shirt from @wesbos http://wesbos.com/html5-shirt-giveaway”
I will be giving them away to 5 random tweeters and using twittertwitterchickendinner.com to pick the winners. I’ll ship you the shirt anywhere in the world. I have them in most sizes but is first come first serve.
Thats it, good luck and if you so please, follow me on twitter for more on HTML5. Follow @wesbos
Update: Winners!
First off, thanks to everyone who entered the draw, having almost 2,000 enter is pretty nuts! I’ll have to find a way I can do this again because you guys love your free shirts
Drumroll please… The Winners are:
@steno, @sheppy, @csixty4, @oscargodson and @PatridgeDev
Congrats! Contact me wes@wesbos.com within 24 hours with a mailing address and shirt size to claim you prize.
Thanks again everyone, I have some really cool HTML5 stuff coming down the pipe so stay tuned!
This November I have two development related talks coming up and I thought I would take a second to formally invite you!
The first is an all day workshop on WordPress development which is being done with the great folks at Ladies Learning Code. If you haven’t heard yet, LLC is an awesome initiative started by a few Toronto ladies with the purpose of creating a comfortable environment where women can learn basic web development skills. I will be leading the upcoming WordPress workshop where I will take you from installing WordPress to making your very own theme. The workshop is on Saturday, November 26 and costs $40. The first round of tickets sold out in a heart beat, so be sure to sign up for the second round if you’re interested!
The second is quick talk on HTML5 Canvas at the #devTo meetup. This event is held once a month and is open to anyone who is interested in chatting about development. I’ve been to the last few meetups and I’ve found them pretty awesome. There a good mix of designers, developers (of all languages) and industry folk which always allows for good conversation (the free pizza and beer aren’t bad either!). I’ll be doing a quick introduction to the HTML5 Canvas element, what it is, what we can do with it, how to work with it as well as showing a few examples of stuff I’ve done with it. Canvas really is one of the most exciting parts of HTML5 so I’m looking forward to sharing what I’ve done so far. This event is always super popular and has already sold out, so get on the wait list and cross your fingers!
Thats all for now, hope to see you at one of the upcoming events!
This morning I saw this link on youtube which was a little mashup of some HTML5 technologies. I thought it would be funny if I could do the same, but with goofy pair of glasses. I’ve also been itching to put the CCV JavaScript Face Detection library to use. This library shows a few examples on static images, but after a quick look at the code, it shows that the underlying element to the script is a canvas element. So instead of running it on a single image, I am running it on a feed of frames coming from an HTML5 video element.
I’ll go into the technical details further on in the post, but here is a demo as well as a youtube video showing the effect as it can be a little sluggish on older machines. Currently tested and working in Google Chrome 14 and Firefox 6.0. Continue reading →
Web sockets and Canvas are two really cool features that are currently being implemented into browsers. This tutorial will give you a short rundown of how they both work as well as create a realtime drawing canvas that is powered by Node.js and web sockets. For simplicity’s sake, I’ll be writing all the code in coffeescript. If you prefer regular ‘ol JavaScript, take a look at the corresponding .js files. I’ve also left out the CSS for the same reason.
The first thing we need to do is create a web socket server. For this we will be using Node.js and the module Socket.io. Socket.io makes its super easy to get a web socket server up and running. It even provides a flash fallback for browsers that don’t support native web sockets. In this tutorial we will only be working with browsers that support the canvas element.
If you don’t have Socket.io installed yet, make sure you do so by typing npm install socket.io into your terminal.
For now, lets just set up the web socket server. Create your server.coffee file with the following configuration.
Compile your coffeescript and hop back into your terminal and type node server.js. You now have a web socket server running on port 4000.
If you go to localhost:4000 you’ll see the following:
Client Side
First, lets quickly get our index.html file up and running. In addition to some bare bones markup, I’m also including jQuery, our Socket.io JS file which is now being served up from our server, a jQuery plugin for drag events, and our own scripts.js file which will hold all the magic.
Now that we have our server up and running, we can write some code which will draw to the canvas. Create a new file called scripts.coffee. All of the following code happens within the App.init() method which we will trigger on the jQuery document ready.
Create our Canvas Element
# setup our application with its own namespace
App = {}
###
Init
###
App.init = ->
App.canvas = document.createElement 'canvas' #create the canvas element
App.canvas.height = 400
App.canvas.width = 800 #size it up
document.getElementsByTagName('article')[0].appendChild(App.canvas) #append it into the DOM
App.ctx = App.canvas.getContext("2d") # Store the context
# set some preferences for our line drawing.
App.ctx.fillStyle = "solid"
App.ctx.strokeStyle = "#bada55"
App.ctx.lineWidth = 5
App.ctx.lineCap = "round"
# Draw Function
App.draw = (x,y,type) ->
if type is "dragstart"
App.ctx.beginPath()
App.ctx.moveTo(x,y)
else if type is "drag"
App.ctx.lineTo(x,y)
App.ctx.stroke()
else
App.ctx.closePath()
return
Draw to canvas function
Since drawing to canvas involves beginning, moving and closing paths, i’ve create a short little function that hooks into the jQuery dragstart and drag events.
# Draw Function
App.draw = (x,y,type) ->
if type is "dragstart"
App.ctx.beginPath()
App.ctx.moveTo(x,y)
else if type is "drag"
App.ctx.lineTo(x,y)
App.ctx.stroke()
else
App.ctx.closePath()
return
Setup our client side web socket
Since we included our file at http://localhost:4000/socket.io/socket.io.js we are able to create an object which we can send our data over. With just a few lines, we create our App.socket object and bind to any incoming web socket events called ‘draw’. We will go over this more soon.
This is where things gets exciting. Now we want to bind a few events to our canvas element. The way this works is when someone draws on the canvas, we immediately use our draw() function to draw to the current canvas as well as send the x and y ordinates over the web socket with socket.io’s emit. In just a bit we will take a look at the server side part of this event and see how the server sends out this data to all open windows.
###
Draw Events
###
$('canvas').live 'drag dragstart dragend', (e) ->
type = e.handleObj.type
offset = $(this).offset()
e.offsetX = e.layerX - offset.left
e.offsetY = e.layerY - offset.top
x = e.offsetX
y = e.offsetY
App.draw(x,y,type)
App.socket.emit('drawClick', { x : x, y : y, type : type})
return
Jump back to server side
Now that we know we are sending the x, y and type of event over the web socket, we need to do something with that on our server. What we want to do, is take that data and send it back out to everyone else that has a browser open.
Our updated server.coffee file now looks like this. We first wait for a connection event, then wait for a ‘drawClick’ event to be sent by a browser. When that happens we take the data and send it out to everyone else with a browser open. THe server side script we wrote earlier will then paint the canvas.
You’ll now need to restart your web socket server as we have made changes to it. Hit control-c to kill it, and node type node server.js to restart it.
Get Drawing!
One you fully understand how this all works, open your index.html file in any web browser that supports web sockets and canvas (at the time of writing Chrome, Firefox, Safari, Opera and IE9). Check http://caniuse.com/#search=canvas for more support info.
Limitations
As this is a very basic demo, there are a few limitations which can easily be solved with a little more code. Currently the canvas only supports one person drawing at a time, if two or more are drawing, the canvas will be painted sporadically. Also, there is definitely a lot of room to add tools such as brushes, colours, erasers and PNG export. If there is interest, I’ll expand this tutorial series to cover them.
If you’re interested in getting this up and running in the real world and off of your localhost, I was able to get mine running on Amazons free micro instance of EC2 although this involves installing Node and NPM all over again. Also note you should run your server on port 80 rather than 4000.
Please feel free to download, hack, complain, fork or contribute to the project on my github account.
Just about an hour ago Rovio and Chrome released Angry Birds for Chrome. As a JavaScript / HTML5 guy, I quickly jumped into the code to see how things worked.
I was quickly able to find a hack that gave me access to all the levels, even the special Chrome levels! So to get access to all levels in Chrome Angry Birds, just copy and paste the following line into your browser’s address bar.