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Jumping JavaScript! Hands-on with the framework

Martin Heller | May 2, 2014 is an open source JavaScript framework for building high-performance mobile Web and hybrid mobile apps. The framework gets its speed and sizzle by replacing the browser's slow, DOM-based rendering mechanism with its own rendering engine and by tapping the GPU acceleration provided by CSS3's 3D transformation functions -- no plug-ins or native code required.

Physics transitions has a physics engine that can do a lot of game-like simulation, the least of which is to make animations bounce in a realistic-feeling way by using a spring model to guide the transitions. In this lesson, the red square drops from the top, overshoots the final position, and bounces three times in the span of about two seconds. If you adjust the period and dampingRatio of the spring transform, the bouncing speed and decay curve change. You can adjust the numbers and immediately see the new animation behavior. has plans to surface visual controls for animations as part of the platform in the future, so designers can achieve the behavior they want without involving a software engineer in tweaking the simulation parameters. I have seen an unreleased prototype of one example of this running on an iPhone.

Events has an EventHandler API that allows a user to broadcast, listen for, pipe to, and subscribe from events. Event handlers can broadcast with the emit or trigger method. Downstream handlers can listen for the event with the on method.

Event handlers can pipe events to downstream event handlers, and subscribe to events from upstream event handlers. Pipes can be chained. In general, the best practice is to use a subscription pattern, especially when listening on DOM events. Note that this explicit piping stands in contrast to the implicit event bubbling in the HTML DOM.

The View base class, and therefore every derived view and widget, includes both input and output event handlers. The event library comes with convenience modules for conditionally processing events, including event filtering, mapping, and arbitration.

Positioning does all positioning using transforms, which are basically four-by-four matrices applied to surfaces with absolute positions. As I mentioned earlier, transforms can perform translation and rotation. In addition, they can scale a surface, size it, and set its origin. The matrix multiplications that apply transforms to surfaces are straightforward, which is how the game-like engine can render faster than a Web browser would calculate and display all the flow required for deeply nested HTML documents. Toolbelt

When you are admitted to University, you can download any of the demo and tutorial projects. In order to work with the supplied projects on your own machine and to create new projects, you'll want to install the Toolbelt. This is basically a set of Yeoman generator and Grunt scripts to create projects and views, run a local development Web server, and package your project for distribution. You'll need Git, Node.js, Grunt, and Bower. On a Mac, you can install Node.js using Homebrew, and you can install Grunt and Bower from the Node package manager Npm.


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