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  • Index of /factory/guimark2/fonts
    Index of factory guimark2 fonts Name Last modified Size Description Parent Directory Champignon ttf 20 Apr 2010 22 15 27K Starjedi ttf 20 Apr 2010 22 15 25K

    Original URL path: http://www.craftymind.com/factory/guimark2/fonts/ (2016-04-27)
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  • HTML5 Video Destruction
    browsers Return to Craftymind Article Due to popular request the ogg video is now 640 x 360 don t hold me responsible for crashing your browser Click video to blow it up You may need to reload the page if

    Original URL path: http://www.craftymind.com/factory/html5video/CanvasVideo.html (2016-04-27)
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  • Retina Scaling Comparison
    the large olympic alien Also because the default scaling uses antialiasing images with tight croppings appear be cut off near the edges For example the bottom edge of the reddit text in the main logo or the ears on the small alien head Nearest Neighbor Scaling On Retina Displays Same view with nearest neighbor scaling applied Assets remain crisp with no antialias bleed around the edges at a normal viewing

    Original URL path: http://www.craftymind.com/factory/retinascaling/retina.html (2016-04-27)
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  • Craftymind | Hacking away at UI development | Page 6
    it turned out to be right I wouldn t expect to see any improvements when porting the Flex project into a pure AS3 project either This jsut means that the rendering engine is taking up 99 of the cpu time and we get a pretty good comparison between the different environments The rendering pipeline should remain saturated If the fps is below 60 and the CPU isn t sitting at 100 while running the test then there s either something wrong with the test or theres something wrong with the runtime Understanding 2D Rendering Subsystems The rendering subsystem is typically very complicated and includes alot of interworking logic to interface with user code internal display objects and OS apis to optimize the final output You can generally expect the 3 following pieces to be present in one way or another inside each runtime Layout engine The layout engine is responsible for calculating the location for objects to be displayed This includes performing matrix transforms like scaling rotations and object positioning as well as positioning text within a flowing text block It is also responsible for calculating the entire parent child display object chain Drawing engine The drawing engine creates internal bitmaps of each discreet display objects It applies colors to gradients determines antialiasing rules and draws fonts Composition engine The compositing engine takes the results of the layout engine and drawing engine and sends a final render to the OS to draw The compositing engine determines the z index order of objects calculates final pixel values for alpha overlays and applies clipping rules Optimizations within the render subsystem usually come from the interactions between the different engines For instance the drawing engine has no need to draw outside a clipped area or beneath other z index objects and the compositing engine doesn t need to update areas of the display not changed by the layout engine or draw engine Uncategorized GUIMark Detailed Analysis May 21 2008 Sean Christmann Home Detailed Analysis Benchmark and Rendering Engine theory Win Browsers Internet Explorer 7 Win XP Average FPS 28 11 IE 7 pulled off the fastest rendering for the HTML test among Windows based browsers the framerate chart to teh right baffles me more then any other chart listed on this page since the highs and lows are so rapid and don t appear to correspond to any direct actions within the test Win Browsers Firefox 2 Win XP Average FPS 19 35 Firefox pulled off the slowest average fps for the HTML test on Windows Maybe Mozilla could use a chunk of that money they re supposedly raking in to hire someone to work on their rendering engine Win Browsers Opera 9 27 Win XP Average FPS 21 34 Opera faired slightly better then Firefox on the Windows HTML test but the graph really shows just how much different the renderers are working in the 2 different browsers Mac Browsers Safari 3 OS X 10 5 Average FPS 18 20 On the

    Original URL path: http://www.craftymind.com/page/6/ (2016-04-27)
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  • FlexCustomCSS.mxml
    html mx Script CDATA private var selectedStyle Boolean true private function switchCSS void if selectedStyle StyleManager loadStyleDeclarations assets style1 swf else StyleManager loadStyleDeclarations assets style2 swf selectedStyle selectedStyle mx Script cm extHBox styleName header mx Label text Header Text cm extHBox cm extHBox id nav styleName navContainer cm extHBox styleName navItem mx Label text Nav Item 1 cm extHBox cm extHBox styleName navItem mx Label text Nav Item 2 cm

    Original URL path: http://www.craftymind.com/factory/FlexCustomCSS/srcview/source/FlexCustomCSS.mxml.html (2016-04-27)
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  • Craftymind | Hacking away at UI development | Page 7
    NSString aString NSBundle mainBundle infoDictionary objectForKey CFBundleName UIView contentView UIView alloc initWithFrame UIScreen mainScreen applicationFrame Closed source UI frameworks suck Most of what I learned about custom UI development in Flex I learned by inspecting the source code for the bundled controls Ripping open Containers to see how layout rules are determined or Lists to see how delegates are passed around or the Image control to see how different display types are handled provides invaluable gems about implementing Flash apis It has also helped me optimize the interactions of an app knowing the intentions of the developer who created the UI controls With the iPhone SDK you re given documentation for the visual components but no source to help determine how they work Core graphics and animation is really strong Between Quartz and the OpenGL layer there s alot of potential for getting easy access to some of the more complex visual hacks Although I think 3D user interfaces are prone to usability issues the iPhone is a much better device to explore them on then a standard keyboard and mouse interface Data binding event listeners and mxml The Flash Player and Flex model provide features on top of the ActionScript language that arguably optimize UI needs and keep development more declarative Cocoa development could really benefit from a gui compiler that takes Objective C to a higher level and bakes in features that support common ui design patterns Garbage Collection Objective C 2 0 provides a unique system that lets you create objects that will be automatically garbage collected or you can continue to manually manage object allocation deallocation yourself The concept sounds cool but I can imagine allowing both systems to be mixed within the same project is just begging for trouble So far I think that Objective C has alot of power and some really awesome features that outclass GUI features in Flash but compared to Flex development as a whole I d have to say that XCode and the included visual frameworks are not as sophisticated Flash Updated Elastic Racetrack for Flash 9 and AVM2 April 18 2008 Sean Christmann 62 Comments In 2005 Ted Patrick posted a great article on the frame execution model inside the Flash Player that he dubbed the elastic racetrack It s served as a great reference for me over the years to help understand how code execution and rendering were balanced within the processing of a frame Since the introduction of Flash Player 9 and the new AVM2 I ve noticed a few changes to the elastic racetrack model and thought I d share them This information is based on research into Flash player internals as well as observations I ve made playing around with the event and rendering model but the full model hasn t been confirmed by Adobe engineers The basic premise of the original elastic racetrack is still the same Given a specific frame rate to operate on the Flash player will devote the first segment of

    Original URL path: http://www.craftymind.com/page/7/ (2016-04-27)
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  • Blowing up HTML5 video and mapping it into 3D space | Craftymind
    and figure out here they are below Blowing apart fragments of video Click around the video frame to blow up that part of the video the exploded pieces will continue to play the video inside them After a while they retract back to their original place One feature I didn t have time to figure out was adding depth to the explosion so pieces that are closest to ground zero fly up into the air as they sail outward With full shadow effects this could look really cool 3D Video This demo in particular runs really well inside webkit based browsers but not so much in Firefox Firefox doesn t appear to have any hardware acceleration for Ogg decoding so I had to drop the video size in half in order to run at acceptable framerates Even still Firefox chokes pretty badly on my Macbook Pro Update I ve changed the ogg video to be 640 x 360 prepare to see firefox weep Lessons learned There s a couple hints I found out along the way that are good to know if you want to play around with drawing video First you need a bit of hackish code to get this to work effeciently and it flows like this Video playing Draw Video onto Canvas 1 Draw fragments of Canvas 1 onto Canvas 2 Don t ask me why but copying pixel data out of a video tag is expensive so expensive that drawing it into a temporary canvas and then drawing pieces of that temp canvas onto a final canvas is faster then just referencing the video tag repeatedly within the same loop That s why you ll see 2 Canvases in the source code for the demos I m sure there s a technical reason for this duplication

    Original URL path: http://www.craftymind.com/blowing-up-html5-video-and-mapping-it-into-3d-space/comment-page-4/ (2016-04-27)
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  • Sean Christmann | Craftymind | Page 6
    code paths and it turned out to be right I wouldn t expect to see any improvements when porting the Flex project into a pure AS3 project either This jsut means that the rendering engine is taking up 99 of the cpu time and we get a pretty good comparison between the different environments The rendering pipeline should remain saturated If the fps is below 60 and the CPU isn t sitting at 100 while running the test then there s either something wrong with the test or theres something wrong with the runtime Understanding 2D Rendering Subsystems The rendering subsystem is typically very complicated and includes alot of interworking logic to interface with user code internal display objects and OS apis to optimize the final output You can generally expect the 3 following pieces to be present in one way or another inside each runtime Layout engine The layout engine is responsible for calculating the location for objects to be displayed This includes performing matrix transforms like scaling rotations and object positioning as well as positioning text within a flowing text block It is also responsible for calculating the entire parent child display object chain Drawing engine The drawing engine creates internal bitmaps of each discreet display objects It applies colors to gradients determines antialiasing rules and draws fonts Composition engine The compositing engine takes the results of the layout engine and drawing engine and sends a final render to the OS to draw The compositing engine determines the z index order of objects calculates final pixel values for alpha overlays and applies clipping rules Optimizations within the render subsystem usually come from the interactions between the different engines For instance the drawing engine has no need to draw outside a clipped area or beneath other z index objects and the compositing engine doesn t need to update areas of the display not changed by the layout engine or draw engine Uncategorized GUIMark Detailed Analysis May 21 2008 Sean Christmann Home Detailed Analysis Benchmark and Rendering Engine theory Win Browsers Internet Explorer 7 Win XP Average FPS 28 11 IE 7 pulled off the fastest rendering for the HTML test among Windows based browsers the framerate chart to teh right baffles me more then any other chart listed on this page since the highs and lows are so rapid and don t appear to correspond to any direct actions within the test Win Browsers Firefox 2 Win XP Average FPS 19 35 Firefox pulled off the slowest average fps for the HTML test on Windows Maybe Mozilla could use a chunk of that money they re supposedly raking in to hire someone to work on their rendering engine Win Browsers Opera 9 27 Win XP Average FPS 21 34 Opera faired slightly better then Firefox on the Windows HTML test but the graph really shows just how much different the renderers are working in the 2 different browsers Mac Browsers Safari 3 OS X 10 5 Average FPS 18

    Original URL path: http://www.craftymind.com/author/admin/page/6/ (2016-04-27)
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