The document discusses the evolution of multimedia playback and capture in web browsers. It describes how plugins like Flash were traditionally used but caused issues. HTML5 introduced <video> and <audio> elements to natively play audio and video without plugins. It also introduces the Mozilla Audio Data API and HTML Media Capture API to allow lower level access to audio and video from JavaScript and HTML. The document advocates for high level APIs built upon these lower level specifications.
The document discusses modulation and demodulation techniques used in communications. It describes FSK modulation where digital data is represented by changes in frequency, and how modulated signals can be converted back to digital data through calculations of signal power in different frequency bands during demodulation. Examples of encoding audio data as binary numbers and modulating signals are provided.
The document discusses the evolution of multimedia playback and capture in web browsers. It describes how plugins like Flash were traditionally used but caused issues. HTML5 introduced <video> and <audio> elements to natively play audio and video without plugins. It also introduces the Mozilla Audio Data API and HTML Media Capture API to allow lower level access to audio and video from JavaScript and HTML. The document advocates for high level APIs built upon these lower level specifications.
The document discusses modulation and demodulation techniques used in communications. It describes FSK modulation where digital data is represented by changes in frequency, and how modulated signals can be converted back to digital data through calculations of signal power in different frequency bands during demodulation. Examples of encoding audio data as binary numbers and modulating signals are provided.
This document discusses Google's O3D technology, which provides an API for 3D graphics using JavaScript. It can render 3D scenes and objects using different browsers through plugins like Flash, QuickTime, and Canvas. The document demonstrates how to create and manipulate 3D scenes and objects using the O3D API and JSON, and shows examples of integrating 2D graphics with 3D using a Canvas. It encourages programmers to enjoy working with the O3D technology.
This document discusses the history and development of the HTML5 Canvas element from 2009. It mentions early experiments with Canvas using JavaScript and DIV elements. It then covers the exploration of 3D graphics on 2D Canvas, different browser implementations including Opera 3D Canvas, Gecko 3D Canvas in Firefox, and Google's O3D project. It focuses on how Canvas evolved from a 2D to 3D graphics API and the various browser vendors working on 3D Canvas specifications and implementations at the time.
This document provides information about JSplash, which is a tool that converts SWF files to JavaScript and SVG so they can be reproduced without Flash. It discusses how SWF files are converted to JSON and then run using JavaScript functions. Examples are given of how ActionScript is converted to equivalent JavaScript, including how this, global variables, and function scopes are handled. Use cases for JSplash are described along with links for more information.
This document discusses using XML to describe a map of Kyoto that can be developed with CSS and JS. It provides an example XML code for a map with curved lines and points to define the path of subway lines. The XML code embeds location coordinates to define the map area and subway routes.
The document provides an overview and summary of the Gnash project, which aims to create a free and open-source Flash Player implementation. It discusses Gnash's support for SWF version 7 features, compatibility with Ubuntu Linux, and methods for compiling and using Gnash from source code. The architecture of Gnash is also briefly outlined, including components like the virtual machine, parser, garbage collection implementation, and how individual ActionScript actions are executed.