Html5 error
Author: h | 2025-04-24
Fix Out of HTML5 Offline Storage Space Mega Error: Mega Error Fix HTML5
HTML5 - HTML5 runtime error after update (resolved)
What's new in this version: Misc Important Changes To Be Aware Of:- Building Projects: Android/iOS extensions with existing injection code made in 2.3.3-or-older no longer require editing one time before they will build properly- In-Game: buffer_seek() is no longer required after async_load[? "buffer"] - the async_load puts the buffer back to the correct starting position as it used toFixed:- Building Projects: Fixed that games did not run from the IDE if the target machine is a Linux distro using Wayland windowing system (e.g., Ubuntu 21 / Chrome 90)- Building Projects: [Mac IDE] Ubuntu builds should no longer fail due to ssh connection "already connected" error regarding the log file being missing- Building Projects: [Ubuntu IDE] Local runs/debugging games should now find the correct real display even when third-party apps have created multiple virtual displays- Debugger: Fixed stepping code functionality so it will no longer in certain circumstances navigate to a line that is not actually getting called- In-Game: Fixed object parameters in functions not working as expected after destroying and recreating an instance of that object- In-Game: Fixed some inconsistent scoping behaviours of same-struct variable access which was introduced in 2.3.4- In-Game: Fixed an "Unset" error when referencing instance variables via object_id- In-Game: Collision masks now scale correctly to match nine-slice scaling- In-Game: Precise collisions no longer cause the significant performance drop seen in 2.3.4- In-Game: asset_get_index() can now get the index of Scripts [HTML5]- In-Game [HTML5] draw_* functions' behaviour when alpha is set to 255 is now consistent with Windows- In-Game: file_rename() now works when specifying a non-ASCII path- In-Game: tag_get_asset_ids() now returns the correct values for Scripts [HTML5]- Ticket: [HTML5] Cicla... no longer crashes on array_sort()- Ticket: [HTML5] "html5 return self" project now works on HTML5- Ticket: [Windows] Fixed silent crashes when starting project CryptoS...- Ticket: [YYC] Fixed silent crashes in lds-yyc-crash when creating a custom struct and p. Fix Out of HTML5 Offline Storage Space Mega Error: Mega Error Fix HTML5 Fix Out of HTML5 Offline Storage Space Mega Error: Mega Error Fix HTML5 Fix Out of HTML5 Offline Storage Space Mega Error: Mega Error Fix HTML5 :hammer: Translate HTML5 error code to string. Contribute to piecioshka/html5-video-error-translator development by creating an account on GitHub. HTML5 Error Charts. The series in Error chart indicates the uncertainty in the reported measurement. I built the engine, but when I package for html5 I get packaging failed, and this error: UATHelper: Packaging (HTML5): LogTargetPlatformManager: Error: Invalid target platform Masih membahas tentang Validasi HTML5, artikel ini adalah artikel rangkuman dari artikel yang sudah dibahas oleh +Adhy Suryadi pada Link Font Di Head Blog Error Validasi HTML5 dan +Kang Ismet pada Validasi HTML5 Pada Link Google Font. Alasan link tersebut tidak valid, karena url pada link tersebut dianggap sebagai url ilegal.Sepertinya ada perbaikan baru pada sistem HTML5. Untuk mengatasi masalah tersebut terdapat 3 pilihan untuk mengatasinya, oleh karena itu silakan di simak.Cara Pertama : Memisahkan Jenis FontContoh Error pada link font google. Dalam font diatas terdapat 2 jenis varian font antara lain jenis Roboto dan Oswald, kedua font tersebut digabungkan dalam satu link dengan kode pemisah | . Untuk mengatasinya Anda harus pisahkan kedua varian font tersebut menjadi dua link, seperti dibawah ini.Cara Kedua : Merubah Font Menjadi CSSSilakan Anda buka link pada font google untuk melihat kode CSS yang akan dipasang. rel='stylesheet' type='text/css'/> rel='stylesheet' type='text/css'/>Perhatikan url yang Saya tandai, silakan Anda buka di browser Anda url tersebut. Anda akan menemukan kode CSS yang akan dipasang. Dari kedua URL tersebut di dapat CSS seperti dibawah ini. @font-face { font-family:'Oswald'; font-style:normal; font-weight:400; src:local('Oswald Regular'),local('Oswald-Regular'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:normal; font-weight:300; src:local('Roboto Light'),local('Roboto-Light'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:normal; font-weight:400; src:local('Roboto Regular'),local('Roboto-Regular'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:normal; font-weight:700; src:local('Roboto Bold'),local('Roboto-Bold'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:italic; font-weight:300; src:local('Roboto Light Italic'),local('Roboto-LightItalic'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:italic; font-weight:400; src:local('Roboto Italic'),local('Roboto-Italic'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:italic; font-weight:700; src:local('Roboto Bold Italic'),local('Roboto-BoldItalic'),url( format('woff');}Selanjutnya silakan pasang kode tersebut diatas kode ]]> atau kode . Cara Ketiga : Merubah Kode | Menjadi Kode %7Perhatikan kode dibawah, ini adalah contoh link google font yang tidak valid. |Oswald' rel='stylesheet' type='text/css'/>Perhatikan kode yang Saya tandai, agar membuat link tersebut Valid HTML5 silakan Anda ganti kode tersebut dengan kode %7.Comments
What's new in this version: Misc Important Changes To Be Aware Of:- Building Projects: Android/iOS extensions with existing injection code made in 2.3.3-or-older no longer require editing one time before they will build properly- In-Game: buffer_seek() is no longer required after async_load[? "buffer"] - the async_load puts the buffer back to the correct starting position as it used toFixed:- Building Projects: Fixed that games did not run from the IDE if the target machine is a Linux distro using Wayland windowing system (e.g., Ubuntu 21 / Chrome 90)- Building Projects: [Mac IDE] Ubuntu builds should no longer fail due to ssh connection "already connected" error regarding the log file being missing- Building Projects: [Ubuntu IDE] Local runs/debugging games should now find the correct real display even when third-party apps have created multiple virtual displays- Debugger: Fixed stepping code functionality so it will no longer in certain circumstances navigate to a line that is not actually getting called- In-Game: Fixed object parameters in functions not working as expected after destroying and recreating an instance of that object- In-Game: Fixed some inconsistent scoping behaviours of same-struct variable access which was introduced in 2.3.4- In-Game: Fixed an "Unset" error when referencing instance variables via object_id- In-Game: Collision masks now scale correctly to match nine-slice scaling- In-Game: Precise collisions no longer cause the significant performance drop seen in 2.3.4- In-Game: asset_get_index() can now get the index of Scripts [HTML5]- In-Game [HTML5] draw_* functions' behaviour when alpha is set to 255 is now consistent with Windows- In-Game: file_rename() now works when specifying a non-ASCII path- In-Game: tag_get_asset_ids() now returns the correct values for Scripts [HTML5]- Ticket: [HTML5] Cicla... no longer crashes on array_sort()- Ticket: [HTML5] "html5 return self" project now works on HTML5- Ticket: [Windows] Fixed silent crashes when starting project CryptoS...- Ticket: [YYC] Fixed silent crashes in lds-yyc-crash when creating a custom struct and p
2025-04-17Masih membahas tentang Validasi HTML5, artikel ini adalah artikel rangkuman dari artikel yang sudah dibahas oleh +Adhy Suryadi pada Link Font Di Head Blog Error Validasi HTML5 dan +Kang Ismet pada Validasi HTML5 Pada Link Google Font. Alasan link tersebut tidak valid, karena url pada link tersebut dianggap sebagai url ilegal.Sepertinya ada perbaikan baru pada sistem HTML5. Untuk mengatasi masalah tersebut terdapat 3 pilihan untuk mengatasinya, oleh karena itu silakan di simak.Cara Pertama : Memisahkan Jenis FontContoh Error pada link font google. Dalam font diatas terdapat 2 jenis varian font antara lain jenis Roboto dan Oswald, kedua font tersebut digabungkan dalam satu link dengan kode pemisah | . Untuk mengatasinya Anda harus pisahkan kedua varian font tersebut menjadi dua link, seperti dibawah ini.Cara Kedua : Merubah Font Menjadi CSSSilakan Anda buka link pada font google untuk melihat kode CSS yang akan dipasang. rel='stylesheet' type='text/css'/> rel='stylesheet' type='text/css'/>Perhatikan url yang Saya tandai, silakan Anda buka di browser Anda url tersebut. Anda akan menemukan kode CSS yang akan dipasang. Dari kedua URL tersebut di dapat CSS seperti dibawah ini. @font-face { font-family:'Oswald'; font-style:normal; font-weight:400; src:local('Oswald Regular'),local('Oswald-Regular'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:normal; font-weight:300; src:local('Roboto Light'),local('Roboto-Light'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:normal; font-weight:400; src:local('Roboto Regular'),local('Roboto-Regular'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:normal; font-weight:700; src:local('Roboto Bold'),local('Roboto-Bold'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:italic; font-weight:300; src:local('Roboto Light Italic'),local('Roboto-LightItalic'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:italic; font-weight:400; src:local('Roboto Italic'),local('Roboto-Italic'),url( format('woff');}@font-face { font-family:'Roboto'; font-style:italic; font-weight:700; src:local('Roboto Bold Italic'),local('Roboto-BoldItalic'),url( format('woff');}Selanjutnya silakan pasang kode tersebut diatas kode ]]> atau kode . Cara Ketiga : Merubah Kode | Menjadi Kode %7Perhatikan kode dibawah, ini adalah contoh link google font yang tidak valid. |Oswald' rel='stylesheet' type='text/css'/>Perhatikan kode yang Saya tandai, agar membuat link tersebut Valid HTML5 silakan Anda ganti kode tersebut dengan kode %7.
2025-04-13{ const player = document.getElementsByClassName("html5-video-player")[0]; player.focus(); }); } document.addEventListener("keydown", function(evnt) { if (evnt.key != invocationKey || invocationKeyModifiers.indexOf("alt") >= 0 && !evnt.altKey || invocationKeyModifiers.indexOf("ctrl") >= 0 && !evnt.ctrlKey || invocationKeyModifiers.indexOf("shift") >= 0 && !evnt.shiftKey || invocationKeyModifiers.indexOf("meta") >= 0 && !evnt.metaKey) { return; } try { console.log(appName + " was invoked"); const player = document.getElementsByClassName("html5-video-player")[0]; const container = player.getElementsByClassName("html5-video-container")[0]; const action = player.getElementsByClassName("html5-video-action")[0]; const vs = container.getElementsByClassName("video-stream")[0]; const sub = container.getElementsByClassName("html5-subtitle-container")[0].getElementsByTagName("canvas")[0]; if (pausePlaybackBeforeCapturing) { dispatchClickEvent(action); } const w = vs.clientWidth; const h = vs.clientHeight; console.log("width: " + w); console.log("height: " + h); const canvas = document.createElement("canvas"); canvas.width = w; canvas.height = h; const ctx = canvas.getContext("2d"); ctx.drawImage(vs, 0, 0, w, h); ctx.drawImage(sub, 0, 0, w, h); const filename = getPrefferedFileName(vs.currentTime); saveCavnasAsImageFile(canvas, filename); const successMessage = "Screenshot was saved to "" + filename + """; console.log(successMessage); if (notificationEnabled) { GM_notification({ image: " text: successMessage, timeout: notificationTimeout }); } if (focusPlayerAfterCapturing) { player.focus(); } } catch (ex) { const errorMessage = "An error has occurred: " + ex.toString(); console.log(errorMessage); if (notificationEnabled) { GM_notification({ image: " title: "Oops!", text: errorMessage, timeout: 10000 }); } } // Cancel the key down event. return false; }); document.addEventListener("keyup", function(evnt) { if (evnt.key != invocationKey || invocationKeyModifiers.indexOf("alt") >= 0 && !evnt.altKey || invocationKeyModifiers.indexOf("ctrl") >= 0 && !evnt.ctrlKey || invocationKeyModifiers.indexOf("shift") >= 0 && !evnt.shiftKey || invocationKeyModifiers.indexOf("meta") >= 0 && !evnt.metaKey) { return; } // Cancel the key up event. return false; }); console.log(appName + " was loaded"); })();
2025-04-19Home Frontend JavaScript Geolocation Geolocation Permission Check Location Get Location Watch Location Clear Watch Weather API Google Map API JavaScript Geolocation or HTML5 Geolocation API is used client side API to get user Physical Location using geographical position or GPS Location by Device location Sensors. Geolocation will return coordinates like, latitude, longitude and accuracy. If device supports Barometer Sensor, then we can also get altitude and altitude accuracy. For moving devices, we can also get direction and speed. Earlier IP based location was used, but now Geo Location is more popular as it is more accurate. As Geolocation is related to user privacy, first browser will grant your permission. Geolocation Permission Check Geolocation Get Geolocation Watch Geolocation Clear Watch Google Map Direction API Geolocation Permission Getting user physical location comes under user privacy. HTML5 Geolocation API will always grant permission from the user to check geolocation. If a user allows, geolocation will work, else geolocation will be blocked. Once Geolocation is allowed, the browser will save this, and allow geolocation every time user visit same website, or for one day in safari. However a user can block geolocation of same website in browser settings. Geolocation Permission Popup To allow geolocation access, we need to give permission to both browser and website. Their will be notification for allow geolocation just below URL bar. Html5 Geolocation permission Check Geolocation Geolocation is supported on https protocol & HTML5 Based browsers only. However for development purpose, chrome allows geolocation in file protocol and localhost, i.e (127.0.0.1). IE 8 and below doesn't support HTML5 Geolocation API. For Production purpose, use https protocol. Check Geo Location if(navigator.geolocation) { alert("geolocation supported") } else{ alert("geolocation not supported") } Geolocation Methods There are three methods of navigator.geolocation object to get, watch and clear geolocation. You need to give permission to allow web browser to trace geolocation from operating syatem. Get Geolocation Watch Geolocation Clear Watch Get Geolocation To get geolocation, use navigator.geolocation.getCurrentPosition() function. This function can have one or two parameters. These parameters are callback functions for success or error. First parameter is callback function which will invoke if geolocation is allowed. Second parameter is another callback function which will invoke if geolocation is not allowed or an error occurs. getCurrentPosition with success callback navigator.geolocation.getCurrentPosition(successCallback); getCurrentPosition with both success and error callback navigator.geolocation.getCurrentPosition(successCallback,errorCallback); Success CallbackSuccess Callback returns GeolocationPosition. The GeolocationPosition Object includes coordinates of geolocation. There is also another property called timestamp which returns time when location is available. GeolocationPosition {coords: GeolocationCoordinates, timestamp: 1697952365680} navigator.geolocation.getCurrentPosition(x=>{ console.log(x);}); Coords Coords object includes coordinates. Coordinates are defined in Latitude and Longitude. There is also accuracy property of coordinates. GeolocationCoordinates {latitude: 28.7825303, longitude: 77.3528988, altitude: null, accuracy: 13.243, altitudeAccuracy: null, …} navigator.geolocation.getCurrentPosition(x=>{ console.log(x.coords); }); Coordinates Properties The first callback function (success) will have a parameter (exp positions). positions is having a property coords. Now positions.coords will call geolocation properties. Here are some properties of geolocation coords. Latitude Latitude is degree North or South from Equator. For Northern Hemisphere, latitude is always positive and
2025-04-17You cannot have an Android SDK older than version 11 installed in your system.Android Tools for your user onlyUnlike with RadPHP XE2, the Android Tools provided with HTML5 Builder are installed for your user only by default. If you had previously installed the Android Tools for every user along with RadPHP XE2, HTML5 Builder will try to use that version of the Android Tools instead of the new one. You should either uninstall the old Android Tools, or install the new Android Tools for all the users, instead of just yours.Android Tools in 64-bit Windows XP and VistaWhen using Windows XP 64-bit or Windows Vista 64-bit, you must manually define the JAVA_HOME environment variable for the mobile deployment to detect the required software for local builds.Android EmulatorOn slow systems (e.g. virtual machines) every time you run the Android emulator you might get the following error message: Error: Could not Access the Package Manager. Is the system running?. This is due to an upstream issue with the Android SDK Tools, the emulator has a default timeout value we cannot change. If this happens to you, try starting the emulator from outside HTML5 Builder, then the Wizard for PhoneGap can run your mobile application on the running emulator, avoiding any timeout.ASUS DevicesFor some ASUS devices, you need to use some ASUS tools that include an adb of their own. adb is a command-line Android tool for managing both virtual devices and connection to real ones. Having two adb instances will lead to applications not being copied over your ASUS device.BlackBerry TablesHardware Components are not supported by BlackBerry tablets, only by smartphones. See Mobile Support.Symbian HardwareMobile Hardware Components do not work under Symbian. If you plan to target that platform, you will have to do without them.Zend Framework ComponentsZend Framework Components and XammpXampp includes a version of Zend Framework different from HTML5 Builder’s, which might cause problems. Modify the server’s include_path property so the RPCL can find the right Zend Framework.OpenIDThe OpenID built-in components are based on Zend Framework’s OpenID component, which only works with the 1.0 version of the specification. As a
2025-03-28