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What is a right way to work with SVG if I have full scene in SVG file?
Split scene to many files (e.g. characters, cars, birds, clouds, etc) and then load them up to different elements for each one.
Load whole scene to one element and then animate groups inside scene?
It depends how you work. I would imagine that working with others, e.g animators etc, that they would often provide separate files. So it may work out easier that way. I don't think there's a right answer to this one though. If you load it in one go, at least you don't have to work out when various async loads have finished though.
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I'm building a React app which is very image heavy, all from API calls. I've got loading='lazy' on all of them but it got me wondering if more can be done? I know you can achieve a similar result using intersection observers and only rendering them when in view.
My question is better/are there any further benefits to implementing intersection observers, or will it be a waste of time since loading='lazy' does enough?
Thanks!
They do the same, if you want to load the image whenever it enters the viewport, Intersection Observer Give more control, For example, may you want to load the image when the image is at bottom of the viewport by let's say 100px, or you may want to do another action with the image beside be loaded.
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I need to make a really complicated diagram for a website, in which the hierarchy will be a bit messy: arrows will go up and down, sometimes an element will point to several others, and sometimes there will be several elements pointing to the same one. I have found this method, but it doesn't allow more than one parent for an element and therefore won't do the trick in this case.
It has to be done in HTML/CSS, because my intention is to add some Javascript to change the content of the blocks dinamically.
This is an example of the level of complexity I need to achieve:
You might want to take a look at this
http://thecodeplayer.com/walkthrough/css3-family-tree
Another to look for is SpaceTree example by "Nicolas Garcia Belmonte" but not a pure CSS solution. It is compatible with IE and most of browsers. Definitely worth a try.
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I want to create a webpage displaying an image that has areas on it that can be clicked to do various things like playing sound, displaying text, linking to other pages. The only problem is I have no idea what I need to use within javascript to do so. The area need not be complicated, just a simple geometric shape.
What sort of tools should I be looking at in Javascript to do achieve this?
Thanks in advance
You might want to take a look at <map></map> tag in HTML: http://www.w3schools.com/tags/tag_map.asp
It should accomplish what you want to do.
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I want to make "game" played from browser (fullscreen or not), where will be shown only photo with posibility to interact with object on it. Like pickup something, open etc.
What is best way to do it?
Use only html(5), javascript etc or something like Flash?
Thank you very much for answer
Use html5 canvas technology, there is a library called Kineticjs, which allows you to put event listeners to independent objects on canvas screen, such as putting drag&drop support for a circle drawed into canvas.
You can go for a solution that uses canvas but maybe just simple svg is enough. Both solutions involve JavaScript. HTML5 means nothing.
I would not recommend Flash because of compatibility issues.
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The url is like below.
http://www.tumblr.com/
On the main page, you can see 3 images keep rotating, which I first thought was a swf, actually is not. They are the images each in <li> tag.
Is there any script out there that can do this? If then, what is it?
Not sure about the Tumblr but you can use jQuery Cycle plugin to create a lot of effects if you want.
In the source they import the file prototype_and_effects.js so they are most likely using the Prototype Framework (a popular alternative to jQuery) and script.aculo.us for the rotating banner effect, which is also included in that file.
Check out their effects demo page for examples and documentation.