Does Resumable.js support resumable uploading for IE v11 and Windows 10 Edge? - resumablejs

There is library Resumable.js that is:
a JavaScript library providing multiple simultaneous, stable and resumable uploads via the HTML5 File API. The library is designed to introduce fault-tolerance into the upload of large files through HTTP.
but according to Resumable.js site:
Resumable.js does not have any external dependencies other the HTML5 File API. This is relied on for the ability to chunk files into smaller pieces. Currently, this means that support is limited to Firefox 4+ and Chrome 11+
Sometimes developers do not immediately update documentation. Are there any changes at the moment: does Resumable.js support resumable uploading for IE v11 and Windows 10 Edge?

According to their current documentation, they support all major browsers, including Internet Explorer 10+ (Github Resumable.js):
Resumable.js does not have any external dependencies other than the
HTML5 File API. This is relied on for the ability to chunk files into
smaller pieces. Currently, this means that support is widely available
in to Firefox 4+, Chrome 11+, Safari 6+ and Internet Explorer 10+.
Their documentation doesn't say anything about Opera, but it mentions that the only Resumable.js dependency is the HTML5 File API.
Here's a link to the Opera 2.8 documentation, regarding the implementation of the File API, so it should work:
W3C File API support in Opera Presto 2.8

Related

Extension support browser.runtime.connectNative

We want to use extension replace with plugin, but we need use extension to download files and launch the file such as exe file.
Is there a method to do?
As pages said, Firefox extension will compate with Chrome's extension, we found Firefox support most APIs, but do not support runtime.connectNative() and some native APIs.
Does Firefox support them? If support, when will support? And how to support Native's extension?
The native messaging API is not yet implemented in Firefox WebExtensions, but it's on the future roadmap.
In the meantime, you can use the older SDK API system/child_process to communicate with external binaries over a pipe interface.
Also, if you want to contribute an implementation of native messaging to Firefox WebExtensions, I will happily introduce you to people who can help with mentoring and code review.
The Firefox WebExtension API will support connectNative() from version 50 on. The documentation is already available. You can try out the API using Firefox Developer Edition 50.

Which path to follow to implement oculus rift DK2 connection with my threeJS application

I will go straight to my problem. So, I 've got :
an Oculus Rift DK2
Win8 + AMD Radeon HD 7500
A webGL/threeJS web application
and I want to use my rift with the application (not only watching, but also tracking).
My question which path should I follow to do this?
After my research, I have seen some suggestions on this issue :
1. Downloading a specific branch of Chromium and enabling the new experimetnal webVR API.
2. Use a plug-in so I don't have to download and install chromium (a plugin like this : https://github.com/borismus/webvr-boilerplate , https://github.com/borismus/webvr-polyfill)
3. Wait for the webVR to be a standard (don't want that!)
In simple words, there are 2 options : either I go with chromium or I do it on chrome with a plugin that acts like the webVR API (I am not sure if I am describing that right).
For those that had the same problem, what was your approach? Should I go with chromium or with the other strategy? Why?
Thanks!
The after the recent release of the 1.0 WebVR APIs, the various helper scripts, libraries and polyfills are still in a state of flux. Nevertheless, I'll try to answer your questions:
Yes, you should to download the latest Chromium WebVR build. It implements the new 1.0 WebVR spec. You should also download Firefox Nightly. Nightly's WebVR implementation has not been updated to the 1.0 spec but it is still usable. Those are the only two options you have for accessing the WebVR APIs on PCs.
You should also consider using webvr-boilerplate, webvr-polyfill.
webvr-boilerplate and webvr-polyfill are not plugins (that is a specific term used to refer to third-party components which are installed in browsers. E.g. Firefox has a Flash plugin).
webvr-polyfill is a JavaScript helper library that you simply need to include in your app (as opposed to a plugins which need to be installed in the browser itself). It will fill-in the WebVR API if a particular browser doesn't support it. E.g. if you're using a browser on an Android or iOS device, it will fill in the APIs so that the browser will function as a Google Cardboard device using the phone's accelerometer/gyroscope sensors and applying the appropriate lens distortion.
If you're on a desktop PC without an HMD, it will fill in the APIs so that you can use your mouse and keyboard to move the camera and display your app in a monocular view without distortion. The latest (unreleased) version of webvr-polyfill will even take care of filling the gap between the old and new versions of the WebVR API, so if you're using Firefox Nightly, you only have to worry about the 1.0 version of the WebVR APIs in your app.
webvr-boilerplate is a library that takes care of the typical logic and UI that you'd have to build into a WebVR app. It uses webvr-polyfill and it adds UI for entering and exiting VR or fullscreen mode and takes care of some of quirks of mobile browsers. This way, all you have to worry about is Three.js and your app code.
webvr-boilerplate and webvr-polyfill work together so that you don't have to wait for the WebVR 1.0 APIs. On mobile devices, you can use stable versions of browsers (although the dev versions of mobile browsers will give you a better VR experience). On desktop, you have to use either the Chromium WebVR builds or Firefox Nightly to use WebVR.

Are there standalone libraries for Firefox Sync?

For example, I'd like to write a script that retrieves all my bookmarks that contain the word "html5" in the title, and adds the tag "web-development" to those bookmarks.
I know there is an Client API specification, but it seems like a complicated protocol, and I figure someone must have developed a library already. It's hard to see which documentation and libraries are up-to-date. There's this page on the Mozilla Wiki, but it has this message:
Warning: Most of the information on this page is outdated. Weave has been renamed Firefox Sync and is now part of Firefox 4. Many APIs documented here have evolved.
What's the current version of the Firefox Sync protocol used?
I've found this code inside Android Sync (a month old), and weaveclient-python (2 years old). Are there any standalone libraries I can use in my own programs?
It seems no stand-alone lib to use. You can also check shaman's project page
https://github.com/emergentdotorg/shaman
Hope this can help.
There is a FirefoxData-android library which can help you to integrate an Android app with Firefox Sync https://github.com/mozilla-mobile/FirefoxData-android

firefox add-on vs. extensions vs. plugins

I want to write scripts for firefox. It seems that firefox has different terms, like add-on, extensions, plugins. and I have a feeling they're not all the same. Can you sum up the difference between in a few words?
Add-on: essentially anything that can be installed into the browser. This includes for example extensions, themes, plugins, dictionaries, language packs, search engines.
Extension: a package extending browser functionality, the extension format used by Firefox works in Gecko-based browsers only. Extensions typically use XUL and CSS for their user interface as well as JavaScript for dynamic actions. They have full access to XPCOM and can provide their own XPCOM components as well. Recently the Add-on SDK has been added as an alternative way to generate simple extensions, it uses HTML instead of XUL but limits the ways in which the browser's user interface can be extended significantly. As of Firefox 57, all extensions have to be based on the WebExtensions API.
Plugin: means NPAPI plugins that are supported by all browsers but Internet Explorer (the latter uses the proprietary ActiveX technology instead). Such plugins are binary libraries that are invoked if a website uses an <embed> or <object> tag with a type that is handled by the plugin. The plugin can either draw some content for the tag (windowed plugins) or stay in background and simply provide an API for the webpage's JavaScript code to use (windowless plugins). Typical examples are Flash or Silverlight. Support for plugins is being phased out, as of 2018 Flash is the only plugin still supported to some degree.
Augmenting the useful answer above, I found this high-level summary helpful:
Extensions differ slightly from plug-ins. Plug-ins usually have a narrow set of abilities. [..] Since plug-ins and extensions both increase the utility of the original application, Mozilla uses the term "add-on" as an inclusive category of augmentation modules that consists of plug-ins, themes, and search engines.
(from http://en.wikipedia.org/wiki/Plug-in_(computing))
According to Firefox:
Extensions
Extensions add new features to Firefox or modify existing ones. There are extensions that allow you to block advertisements, download videos from websites, integrate Firefox with websites like Facebook or Twitter and add features included in other browsers, such as translator.
Plugins
Plugins add support for all kinds of Internet content. These usually include patented formats like Flash that are used for video, audio, online games, presentations and more. Plugins are created and distributed by other companies.
add-ons
They are - Extensions, Plugnis, Themes, Search engines and Dictionaries & Language Packs.
Source: Firefox - https://support.mozilla.org/en-US/kb/find-and-install-add-ons-add-features-to-firefox
Extending the Augmentation above
Extension(s) is ment to extend the functionality of software
where a plug-in is ment to solve a problem of the software (to be able to do something it wasent designed to do already).
both types extends the program abilitys,
... and i guess this is why it can be so comfusing.
An Extension can be (and often are) a(n) option from the company that made the software (Usually cost money),
a plug-in can be from the company that made the software or a third party to add abilities to the software.

AJAX support in smart phones in 2009

How mature is AJAX support for mobile phones?
Are there mobile versions of some famous AJAX frameworks?
I would live even with a limited support for some ajax lib.
iPhones won't cache anything larger than 25 KB uncompressed, which means libraries like jQuery and Prototype won't be cached like they would be on a normal computer. I suspect this sort of thing is the case with lots of other mobile browsers, too.
XUI is a slimmed down jQuery-like library that's fairly popular.
Mobile phone market is very fragmented and you need to restrict yourself to a specific technology to get a useful answer. As far as I know there is no cross platform mobile framework available. However some mobile browsers are quite advanced and they will be able to handle jQuery or other libraries. I have seen jQuery run on S60 built in browser as well as Opera (not mini) at the same platform. I have also successfully run jQuery in mobile IE (Windows Mobile Professional Edition). However I wouldn't say it is safe to use jQuery on these platforms. You also want to ask the question regarding the size of the downloaded library as well as the execution speed.
I think mobile ajax is not mature yet, but you should read this wmlprogramming thread, and check this preliminar version of dojo mobile too.
You can also look at iWebkit or iUI to build iPhone friendly web apps
Peter-Paul Koch (ppk) started working on mobile device compatibility tests and has made compatibility charts for mobile devices.
Once these are documented, libraries authors can begin to abstract the differences. I don't know of many libraries that are cross-platform yet, but Peter's work should speed development.

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