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seo Games, apps and runtimes come to Native Client 2013

Seo Master present to you: By Christian Stefansen, Product Manager

Cross-posted from the Chromium Blog
Updated on December 14th with the video of the event.

Since we launched Native Client late last summer, our team has been working hard to make the technology more useful to developers. Yesterday at an event held at Google we shared the progress we’ve made towards this goal and showcased work from some of the early adopters of the technology, including Square Enix, Unity Technologies, and Bungie.



One code base for all OSs
In September, we started supporting a set of core Pepper interfaces, suited for 2D graphics, audio, and compute-intensive applications. Since that release, we’ve shipped additional APIs and capabilities, providing native code with more of the capabilities available from JavaScript. These include hardware-accelerated 3D graphics via OpenGL ES 2.0, a mouse lock API, a full-screen API, and much more. One example of the kind of experience Native Client can currently support is Bastion, an award-winning role-playing game from Supergiant Games. Previously limited to Microsoft Windows® and Xbox® systems, the Native Client port of Bastion allows Supergiant to reach users on all popular desktop operating systems, with the safety and simplicity of the web.

Easy porting of previous work
If you have existing code bases in C, C++, or C#, Native Client now allows you to port your existing apps to the web while maintaining just one code base. This was particularly appealing to Spacetime Studios. They ported their multiplayer online game Star Legends to the web in less than two weeks from an existing code base of more than half a million lines of code. The side benefit of being able to maintain their existing development and testing infrastructure further accelerated their delivery of a shipping title.

More choices of programming languages

The community is actively involved in Native Client, porting some of the most popular application middleware. Ports include Unity and Moai game engines, programming language environments Mono and Lua, audio middleware such as fmod and Wwise, as well as the Bullet physics engine. These Native Client ports make the web more accessible to hundreds of thousands of application developers. At the event, we showcased upcoming applications from Heartwood, Silvertree, Exit Strategy, and Dedalord, who used those tools to bring their apps to the web with very little effort. We’ll continue to work with the community to get even more languages and middleware systems ported to Native Client.

We recognize that building a Native Client app is only the start of a successful app. That’s why we’ve enabled distribution of Native Client-based apps via the Chrome Web Store. The Chrome Web Store gives developers a simple, effective strategy to reach over 200 million active users of Google Chrome.

If all this sounds exciting, please visit our new documentation site at gonacl.com. There you’ll find a growing collection of tutorials, examples, videos, reference documentation, and much more.



Questions or suggestions? Join us in the discussion forums. We look forward to seeing some great new apps from Native Client developers.


Posted by Scott Knaster, Editor
2013, By: Seo Master

seo Additional functionality for Google Chrome's Developer Tools 2013

Seo Master present to you: The last few weeks, Google Chrome's developer tools have become much more useful. Besides benefiting from the work the WebKit team has done to improve Web Inspector (our developer tools are partially based on Web Inspector), we also recently released the heap profiler and the timeline tab in Google Chrome's Developer Channel.

With the heap profiler you can now take a snapshot of the JavaScript heap at any point in time. A heap snapshot helps you understand memory usage, and by comparing snapshots you can also follow memory usage over time. You will find the heap profiler in the profiles tab along with the sample-based CPU profiler.

The new timeline view gives you a complete overview of where time is spent when loading a web app. All events -- ranging from loading resources over parsing and executing JavaScript to calculating styles and repainting -- are plotted on a timeline.

Besides these product improvements, we've tried to make the Google Chrome Developer tools easier to find and understand by putting together mini site with tutorials and videos.



To take our newest release for a spin, get Google Chrome from the Developer Channel and you'll automatically be brought up to date. We welcome your feedback and your contributions to improve developer tools in WebKit and Google Chrome even more.

2013, By: Seo Master

seo Celebrating Dart’s birthday with the first release of the Dart SDK 2013

Seo Master present to you: Author PhotoBy Lars Bak, Software Engineer

A year ago we released a technology preview of Dart, a project that includes a modern language, libraries and tools for building complex web applications. Today, after plowing through thousands of bug reports and feature requests from the web community, a new, more stable and comprehensive version of Dart is now available and ready to use.



With this version of the Dart SDK, we’ve made several improvements and added many features:
Over the following months, we will continue to work hard to evolve the SDK, improve Dart’s robustness and performance, and fine-tune the language while maintaining backwards compatibility.

Dart birthday logo

You can download the Dart Editor from dartlang.org. It comes with a copy of the open-source SDK and Dartium. Thanks again for all your feedback – keep it coming.


Lars Bak is a veteran virtual machinist, leaving marks on several software systems: Beta, Self, Strongtalk, Sun's HotSpot and CLDC HI, OOVM Smalltalk, and V8.

Posted by Scott Knaster, Editor
2013, By: Seo Master

seo Google Chrome, Chromium, and V8 launch today 2013

Seo Master present to you:

It has been an exciting couple of days. Google Chrome launched along with a new blog for Chromium the underlying open source project. Whenever you see an internal project go live to the world, and see the source become open it feels great. We've reposted the blog's first post below, by Ben Goodger:

Today, Google launched a new web browser called Google Chrome. At the same time, we are releasing all of the code as open source under a permissive BSD license. The open source project is called Chromium - after the metal used to make chrome.

Why did Google release the source code?

Primarily it's because one of the fundamental goals of the Chromium project is to help drive the web forward. Open source projects like Firefox and WebKit have led the way in defining the next generation of web technologies and standards, and we felt the best way we could help was to follow suit, and be as open as we could. To be clear, improving the web in this way also has some clear benefits for us as a company. With a richer set of APIs we can build more interesting apps allowing people to do more online. The more people do online, the more they can use our services. At any rate, we have worked on this project by ourselves for long enough - it's time for us to engage with the wider web community so that we can move on to the next set of challenges.

We believe that open source works not only because it allows people to join us and improve our products, but also (and more importantly) because it means other projects are able to use the code we've developed. Where we've developed innovative new technology, we hope that other projects can use it to make their products better, just as we've been able to adopt code from other open source projects to make our product better.

How will we be working with the open source community?

To begin with, we are engaging with the WebKit community to integrate our patches back into the main line of WebKit development. Because of Chromium's unique multi-process architecture, the integration of the V8 JavaScript engine, and other factors, we've built a fairly significant port of WebKit on Windows, and are developing the same for Mac OS X and Linux. We want to make sure that we can find a productive way to integrate and sync up with the WebKit community in this effort as we move forward.

Today, you can visit our project website at www.chromium.org, where you can get the latest source code or the freshest development build. If you're interested in keeping track of what's going on, you can join one of our discussion groups, where you can participate in development discussions and keep track of bugs as they're filed and fixed. Maybe you'll want to fix a few, too! You'll also find information on reporting bugs and all the various other aspects of the project. We hope you'll check it out!

This is the Chromium blog. The posts here will be of a mostly technical nature, discussing the design theory and implementation details of work we've done or are doing. Over the next few weeks there'll be a number of posts that give a high level tour of the most important aspects of the browser.

Finally, if you've not yet done so, take Google Chrome for a spin. You can download it from http://www.google.com/chrome/.2013, By: Seo Master

seo Native Client brings sandboxed native code to Chrome Web Store apps 2013

Seo Master present to you:
By Christian Stefansen, Native Client Team

Wouldn’t it be great if you could create web apps using your existing C and C++ code? Native Client lets you do just that, and it is now enabled for Chrome Web Store apps in Google Chrome’s beta channel.

Native Client apps live on the web platform, so you don’t need to create separate versions of your app for each operating system. Rather than relying on OS-specific APIs, Native Client apps use Pepper, a set of interfaces that provide C and C++ bindings to the capabilities of HTML5. This means that once you’ve ported your code to Native Client, it will work across different operating systems, and you only need to maintain one code base.

Today Native Client supports the Pepper APIs for 2D graphics, stereo audio, URL fetching, sandboxed local file access (File API), and asynchronous message passing to and from JavaScript. In future releases we will be adding support for hardware accelerated 3D graphics (OpenGL ES 2.0), fullscreen mode, networking (WebSockets and peer-to-peer connections), and much more. As new capabilities are added to HTML5 and Pepper, they will become available to Native Client.

This functionality does not come at the expense of security. To ensure that Native Client is as safe as JavaScript, Native Client code is isolated from the operating system by two nested security sandboxes: the Native Client sandbox and the Chrome sandbox. And unlike NPAPI plugins or ActiveX controls, Native Client apps do not have access to the underlying OS APIs.

We encourage you to start developing apps with Native Client. You can download the SDK and find tutorials, examples, API documentation, and our FAQ on the Native Client site. Once version 14 of Chrome hits stable channel, you’ll be able to upload your Native Client apps to the Chrome Web Store, where you can reach Chrome’s 160 million users.

The next milestone for Native Client is architecture independence: Portable Native Client (PNaCl) will achieve this by using LLVM bitcode as the basis for the distribution format for Native Client content, translating it to the actual target instruction set before running. Until then the Chrome Web Store will be the only distribution channel for Native Client apps. This will help us ensure that all Native Client apps are updated to PNaCl when it’s ready – and in the meantime avoid the spread of instruction set architecture dependent apps on the web. We’ll be providing updates on the progress of PNaCl on this blog.

Christian Stefansen is the Product Manager for Native Client. In his spare time, when he is not writing Native Client apps for fun, he likes playing tennis, playing the piano, and living as a travel writer in India for a couple of weeks at a time

Posted by Scott Knaster, Editor

2013, By: Seo Master

seo HTML5 Rocks! 2013

Seo Master present to you: The term "HTML5" covers so many different topics that developers have a hard time getting up to speed on all of them. Some APIs and features are part of accepted standards, while some are still a work in progress. Additionally, there are a number of great resources out there, but most are still very hard to find. As announced on the chromium.org blog, Google is releasing a new developer resource dedicated to all that is HTML5, HTML5Rocks.com.


The site is broken up into four main sections:

Interactive Presentation
The presentation everyone is talking about! An interactive slide deck written entirely in HTML5 which demonstrates many of HTML5’s features. It even includes inline examples you can tinker with.

HTML5 Playground
The best way to learn this stuff is to try it out. The Playground is a sandbox area for editing and experimenting with live samples.

Tutorials
We're launching the site with an initial set of nine tutorials covering a bunch of different areas. We’ll continue to add more over time based on your input.

Resources
We've hand-picked some of our favorite tools, reference material, and sites; all generated by the online community. Do check them out. They’ll come in handy when developing your next web app.

We hope HTML5Rocks will help developers put HTML5 to use in the real world, today. We’d love to hear your thoughts on improving the site! Send us a tweet at @ChromiumDev or post to the Chromium HTML5 group with requests for content.

2013, By: Seo Master

seo Play Cube Slam, a real-time WebRTC video game 2013

Seo Master present to you: Author PictureBy Justin Uberti, Chromium team

Cross-posted with the Chromium Blog

Cube Slam is a Chrome Experiment built with WebRTC, an open web technology that lets you communicate in real-time in the browser (and in this case, play an old-school arcade game with your friends) without downloading and installing any plug-ins. In this post, we wanted to explain a bit about how Cube Slam works.

Cube Slam uses getUserMedia to access your webcam and microphone (with your permission, of course), RTCPeerConnection to stream your video to a friend, and RTCDataChannel to transfer the bits that keep the gameplay in sync. If you and your friend are behind firewalls, RTCPeerConnection uses a TURN relay server (hosted on Google Compute Engine) to make the connection. When there are no firewalls in the way, however, the entire game happens directly peer-to-peer, reducing latency for players and server costs for developers.


CubeSlame Game Over screen

Cube Slam is the first large-scale application to use RTCDataChannel, which provides an API similar to WebSocket, but sends the data over the RTCPeerConnection peer-to-peer link. RTCDataChannel sends data securely, and supports an "unreliable" mode for cases where you want high performance but don't care about every single packet making it across the network. In cases like games where low delay often matters more than perfect delivery, this ensures that a single stray packet doesn't slow down the whole app.

RTCDataChannel only supports unreliable mode in desktop Chrome today. We're working on implementing the latest WebRTC spec, where we'll use the standard SCTP protocol to support reliable mode. WebRTC will also be available on Chrome for Android later this year, and you can try it now by flipping “Enable WebRTC Android” in chrome://flags. Several browsers are currently working on implementing WebRTC, and we’re looking forward to the day when you can have a Cube Slam face-off against your friends on any browser and any device.

To learn more about the tech in Cube Slam, you can check out our technology page and source code. Disable the shields! Destroy the screen! Have fun!

Justin Uberti is one of the co-creators of the WebRTC initiative, and leads the WebRTC engineering team at Google. Previously, Justin helped create Google+ Hangouts.

Posted by Ashleigh Rentz, Editor Emerita

2013, By: Seo Master

seo Race across screens and platforms, powered by the mobile web 2013

Seo Master present to you: Author PictureBy Pete LePage, Chromium team

Cross-posted with the Chromium Blog

You may have seen our recent demo of Racer at Google I/O, and wondered how it was made. So today we wanted to share some of the web technologies that made this Chrome Experiment “street-legal” in a couple of months. Racer was built to show what’s possible on today’s mobile devices using an entirely in-browser experience. The goal was to create a touch-enabled experience that plays out across multiple screens (and speakers). Because it was built for the web, it doesn’t matter if you have a phone or a tablet running Android or iOS, everyone can jump right in and play.
   
Racer required two things: speedy pings and a consistent experience across screens. We delivered our minimal 2D vector drawings to each device’s HTML5 Canvas using the Paper.js vector library. Paper.js can handle the path math for our custom race track shapes without getting lapped. To eke out all the frame rate possible on such a large array of devices we rendered the cars as image sprites on a DOM layer above the Canvas, while positioning and rotating them using CSS3’s transform: matrix().

Racer’s sound experience is shared across multiple devices using the Web Audio API (available in latest iOS and Android M28 beta). Each device plays one slice of Giorgio Moroder’s symphony of sound—requiring five devices at once to hear his full composition. A constant ping from the server helps synchronize all device speakers allowing them to bump to one solid beat. Not only is the soundtrack divided across devices, it also reacts to each driver’s movements in real time—the accelerating, coasting, careening, and colliding rebalances the presence of every instrument.

To sync your phones or tablets, we use WebSockets, which enables rapid two-way communication between devices via a central server. WebSocket technology is just the start of what multi-device apps of the future might use. We’re looking forward to when WebRTC data channels—the next generation of speedy Web communication—is supported in the stable channel of Chrome for mobile. Then we’ll be able to deliver experiences like Racer with even lower ping times and without bouncing messages via a central server. Racer’s backend was built on the Google Cloud Platform using the same structure and web tools as another recent Chrome Experiment, Roll It.

To get an even more detailed peek under the hood, we just published two new case studies on our HTML5 Rocks site. Our friends at Plan8 wrote one about the sound engineering and Active Theory wrote one about the front-end build. You can also join the team at Active Theory for a Google Developers Live event this Thursday, June 13, 2013 at 3pm GMT for an in depth discussion.

Pete LePage is a Developer Advocate on the Google Chrome team and helps developers create great web applications and mobile web experiences.

Posted by Ashleigh Rentz, Editor Emerita
2013, By: Seo Master

seo Who's @ Google I/O - spotlight on the Open Web 2013

Seo Master present to you: Web developers face many limitations when trying to develop web applications that match the functionality of desktop applications. Many people are working on removing these limitations and helping make the open web an even more powerful platform. Browsers have recently focused on and significantly improved JavaScript performance, and new HTML5 and related APIs are currently being formulated and implemented, giving developers even more capabilities. Through efforts like O3D, Chromium, and Native Client, we want to contribute our technology and web development expertise to developing and promoting open web standards that will ultimately help developers build better apps and make their users happy.

Here are some of the developers who'll be at Google I/O (only 19 days away) and speaking or demoing their products built on open web technologies:
  • Browser Perspectives: An Open Discussion
    Web developers are asking more from today's browsers — more speed, more functionality, and a greater ability to build web applications that make users happy. To talk about how browser development happens with respect to new standards, such as what influences decisions around which new APIs to implement first and how to implement new features in the face of still-changing standards proposals, we have a panel with representatives from Google, Microsoft, Mozilla, and Opera. The discussion will be moderated by Mike Schroepfer, VP of Engineering at Facebook.

  • Bespin Project (Mozilla Labs)
    Bespin is a Mozilla Labs experiment that proposes an open, extensible web-based framework for code editing that also promotes the use of open standards. The Bespin web code editor is built on HTML5 technology. Dion Almaer and Ben Galbraith will be leading a session, Bespin and the Open Web, where they talk about their experiences.

  • Opera Software
    Opera is actively involved in contributing and deploying open web technologies. Specifically, they are currently helping specify GeoLocation, HTML 5, CSS 3, cross-device widgets and SVG, amongst others, and dev.opera.comshowcases techniques and technologies to developers. The Opera Dragonfly developer tools are built using the latest Web technologies. Charles McCathieNevile will be one of the speakers on the Browser Perspectives talk.

  • Yahoo! Pipes
    Pipes lets users remix popular feed types and create data mashups using a visual editor. This visual editor allows you to drag pre-configured modules onto its canvas and wire them together. Pipes use the HTML5 <canvas> tag extensively in the Pipes Editor and Pipe thumbnails.

  • Large Animal Games
    Large Animal Games has developed over 75 games for a variety of platforms, many of which are fully integrated with OpenSocial. They've developed a cross-network game platform called Toga which enables the simultaneous deployment of games across multiple social networks, including those that support OpenSocial. They're also in the process of developing a game using O3D that will ultimately be integrated with social networks via Toga.

  • Crazy Pixel Productions
    Crazy Pixel Productions is a full service 3D animation and game development studio that specializes in top notch art and incredibly immersive worlds. Crazy Pixel has worked on producing art for the O3D Beach demo and is now developing a new game based on O3D.
You can also take a look at our sessions page for a full list of sessions. In particular, sessions under the "Client" track focus on making changes in client products such as browsers to empower the open web platform, implementing HTML5 and related APIs, discussions around 3D and native code, and more. The Sandbox will include engineers of Google product teams that are deploying open web technologies, like the Gmail for mobile HTML5 app, Native Client, Chrome extensions, and O3D.

Google I/O is only 19 days from now - to sign up, go to code.google.com/io!

*Keep up with the latest I/O updates: @googleio.

2013, By: Seo Master

seo Blink: A rendering engine for the Chromium project 2013

Seo Master present to you: Author PictureBy Adam Barth, Chromium team

Cross-posted with the Chromium and Open Source blogs

WebKit is a lightweight yet powerful rendering engine that emerged out of KHTML in 2001. Its flexibility, performance and thoughtful design made it the obvious choice for Chromium's rendering engine back when we started. Thanks to the hard work by all in the community, WebKit has thrived and kept pace with the web platform’s growing capabilities since then.

However, Chromium uses a different multi-process architecture than other WebKit-based browsers, and supporting multiple architectures over the years has led to increasing complexity for both the WebKit and Chromium projects. This has slowed down the collective pace of innovation - so today, we are introducing Blink, a new open source rendering engine based on WebKit.

This was not an easy decision. We know that the introduction of a new rendering engine can have significant implications for the web. Nevertheless, we believe that having multiple rendering engines—similar to having multiple browsers—will spur innovation and over time improve the health of the entire open web ecosystem.

In the short term, Blink will bring little change for web developers. The bulk of the initial work will focus on internal architectural improvements and a simplification of the codebase. For example, we anticipate that we’ll be able to remove 7 build systems and delete more than 7,000 files—comprising more than 4.5 million lines—right off the bat. Over the long term a healthier codebase leads to more stability and fewer bugs.

Throughout this transition, we’ll collaborate closely with other browser vendors to move the web forward and preserve the compatibility that made it a successful ecosystem. In that spirit, we’ve set strong guidelines for new features that emphasize standards, interoperability, conformance testing and transparency.

To learn more about Blink visit our project page.



Posted by Ashleigh Rentz, Editor Emerita2013, By: Seo Master

seo Monster Mesh - A Google Chrome Experiment 2013

Seo Master present to you: Over the past year or so, my contributions to Google Chrome have mostly been behind the scenes: improving our base libraries, security, stability, and performance. But recently, I made an addition to Chrome Experiments, a site we just launched today. With the Monster experiment I had a chance to step back from working deep within Google Chrome's C++ code, and give my right brain a little exercise.

Since web browsers don't currently support native 3D graphics, the basis for my experiment is a custom 3D rendering engine written in JavaScript. It uses some pretty intense numerical computations to project the 3D shapes into a 2D image, like your eye would. These are then drawn to the screen using the HTML5 canvas element. This process is a similar concept to early 3D game engines, before accelerating graphics cards handled the work.

JavaScript wasn't originally designed with intensive mathematical computation in mind; the real trick is not in writing the engine, but making it perform well in the high-level language running in your browser.

Compared to creating the 3D model beforehand and embedding the data in the application, Monster creates the mesh using software algorithms in real time while the demo runs. This has some nice advantages like decreasing download time, but it requires even more processing power to draw every frame.

Here's what it looks like in action:



The demo starts with a simple cube, but as it progresses, the cube is smoothed and pulled apart to become exponentially more complex. The values used in these operations are varied over time, creating an animation that brings the monster to life. Anytime during the demo you can hit 'p' to pause, and explore the scene with your mouse. With a bit of careful programming (ok, a lot) and the performance of V8, it's possible to do all this work and still generate smooth and consistent graphics.

So give it a try and take a look through the other Chrome Experiments on the Google Chrome Blog. If you've made something interesting with JavaScript please submit it, too. We'll be highlighting more experiments and holding sessions Google Chrome at Google I/O on May 27 - 28 in San Francisco.

2013, By: Seo Master

seo Tech preview of Chromium with Dart engine now available 2013

Seo Master present to you:
author photo
Pavel
author photo
Vijay
author photo
Anton

By Anton Muhin, Vijay Menon, and Pavel Podivilov, Software Engineers

Cross-posted with the Chromium Blog

An attractive feature of Web programming is a rapid development cycle. Reloading the application after the source code has changed takes a fraction of a second. We want to offer you that same experience when using Dart, and today we’re making Mac and Linux binaries available that integrate the Dart VM into Chromium.

This technology preview allows you to run your Dart programs directly on the Dart VM in Chromium and avoid a separate compilation step. Over time, these programs will take advantage of the VM’s faster performance and lower startup latency.

Dart has been designed from the start to work with the entire modern web, and we’re simultaneously continuing to improve our fast Dart-to-JavaScript compiler. Both the Dart VM and modern JavaScript engines are first-class targets for Dart.

This release of Chromium with Dart VM integration is a technology preview, and should not be used for day-to-day browsing. After more testing and developer feedback, we plan to eventually include the Dart VM in Chrome.

Today’s release of the Chromium + Dart VM integration is another step forward for the open source "batteries included" Dart platform. Our goal is to help you build complex, high performance apps for the modern web, and we encourage you to try Dart and let us know what you think.


Anton Muhin is an engineer at Google Saint Petersburg who recently worked on making V8 VM and DOM bindings faster and now is working on integrating the Dart VM into Chromium. Before that he worked on the Google Calendar backend.

Vijay Menon is a software engineer at Google Seattle working on integrating the Dart language and runtime into the browser. His background is in compilers, runtime systems, and parallel programming.

Pavel Podivilov is a software engineer at Google Saint Petersburg who worked on Chrome Developer Tools prior to joining the Dartium team.


Posted by Scott Knaster, Editor
2013, By: Seo Master

seo Extensibility + new HTML and JavaScript APIs for Google Chrome 2013

Seo Master present to you: Today's new stable release of Google Chrome for Windows includes a bundle of browser goodness, including extensions and new HTML and JavaScript APIs.

Extensions -- previously available on Google Chrome for Windows on the beta channel -- and are now available to all users. Extensions enable you to provide additional functionality not just on your site, but to bring content and functionality from your site into the browser regardless of what sites the user has open. Google Chrome extensions use the same multiprocess technology that makes the browser fast and more secure, so that extensions won't crash or slow down your browser.


In addition, we're excited to introduce a number of new HTML and JavaScript APIs in Google Chrome, including the Web Storage and Web SQL Database APIs, WebSockets, and more. For more details about these APIs, read further on the Chromium Blog.

If you have questions about the extensions APIs, the extensions discussion group continues to be the best place to get answers. For the new HTML and JavaScript APIs, check out the newly created Chromium HTML5 group. And for those of you who are interested in attending Google I/O, check out the current list of Google Chrome sessions.

2013, By: Seo Master
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