I'm having a strange problem. I have an ancient microsoft sidewinder version 1 gamepad laying around, And since I'm learning javascript/html5 I thought let's try the gamepad in browser.
I tried it on linux (my laptop, ubuntu 13.04) did:
navigator.webkitGetGamepads()[0] in the console of my chrome browser (version 28.0.1500.71) and the gamepad was detected right away.
Than I tried the same thing on my windows 7 64 bit desktop, running Version 30.0.1599.101 m
did: navigator.webkitGetGamepads()[0] in the console, but no luck here, it keeps telling me undefined. When I go to "my devices" in windows, the gamepad is there.
(https://www.dropbox.com/s/yam4fj5zqiogyjh/gamepad.png)
I have the same problem on my laptop running windows 8, 64 bit.
I have no idea what's wrong, and I have no idea how to fix it. (I hope it's fixable)
Please help
You might want to try the most known gamepad testing scripts first.
Chrome: http://www.html5rocks.com/en/tutorials/doodles/gamepad/gamepad-tester/tester.html
Firefox (28, use Aurora) : http://luser.github.io/gamepadtest/
If your Gamepad is using DirectInput and not XInput you may have some issues with Chrome, but it will work fine with Firefox then. For instance, I had the same problem with the PS4 Gamepad.
The spec is unfinished, but this repository is a great start. Try it:
https://github.com/luser/gamepadtest
It attempts to account for differences in implementations of the unfinished spec, as well as Chrome's prefixed implementation.
Related
I rly dont know what to do anymore.
If I run this js:
console.log(navigator.maxTouchPoints);
I get 256 as answer on my DESKTOP
I tested it on chrome and FireFox (both latest version).
I resetted chrome
I made new VsCode project with same code
nothing helped
Any ideas what is wrong with my pc?
image of FireFox running code
Seems like a bug with Windows 10 and Firefox. You can refer to this answer for a workaround. Although the answer mentions it, I wasn't able to find a reported bug on BugZilla yet.
Safari 11 is crashing when i open web inspector. Odd thing is, It works without failing if i don't open console panel. My HTML5 application works well in all other browsers.
There is no memory leaks as it is not going beyond 50MB while taking memory heaps. And no use of console methods.
Is this a known issue in Safari 11?
The only thing I can do to fix this is free up RAM. If I close a few applications and then try it again, it always works. Also after it crashes a few times you will not be able to inspect your device until you quit safari completely and open it again.
Some say it seems to be an hardware issue, happening only when the battery is at 100%.
Have a closer look here:
https://forums.developer.apple.com/thread/92290
Maybe it helps keeping on your flashlight and camera, then establishing a cable connection and starting the web inspector then.
Anyway: This wasn't working for me.
Another Maybe: Connect via network instead of a cable connection.
Things that might be too late by now:
Advice 1: Do not upgrade above 10.x and use Safari 10.x along with iOS 10.x
Advice 2: Put your devices in trash or sell it anyway and start not to use apple anymore. 99% of my upsets lead to issues with iOS and Mac.
I've been anxiously awaiting the release of Safari 11 on OS-X and iOS 11. Now that they're finally here, I can use Safari to record audio data from the microphone -- except that the long-promised support doesn't actually work.
I'm running macOS Sierra 10.12.6 with Safari Version 11.0 (12604.1.38.1.7). The following demos all fail with errors:
https://www.webrtc-experiment.com/RecordRTC/ -- Unhandled Promise Rejection: [object DOMError]
https://www.webrtc-experiment.com/msr/audio-recorder.html -- media error -- TypeError: undefined is not a constructor (evaluating new Recorder(mediaStream))
https://webrtc.github.io/samples/src/content/peerconnection/webaudio-input/ -- Failed to get access to local media. Error: ReferenceError
I've been able to code my own demos that work in FF/Chrome/Edge but capture only "empty" audio in Safari 11 while displaying no errors.
Can anyone out there confirm this behavior? First off, I need to know if I'm alone in seeing WebRTC completely broken in Safari 11.
Next up is Safari 11 in iOS. This is much harder for me to test. It seems like all the demos above are also broken on iOS. Safari 11 on iOS Simulator in XCode doesn't even seem to support WebRTC at all whereas actual Safari 11 on iOS reports to the browser that it's supported but, like desktop, it doesn't actually work.
Does anyone know what in the world is going on? As far as I can tell, the Safari 11 that was just pushed out to iOS 11 and Sierra not only doesn't support audio recording, but MUCH worse, passes the getUserMedia feature detection code implying audio can be captured (but it never actually works).
I'm curious if upgrading to High Sierra fixes anything but I don't want to try because even if it works there, I need access to a broken state to try and come up with some way to work around the busted feature detection.
I need to get a handle on this but it's proving difficult because the only documentation online says that "Safari 11 supports the audio portions of WebRTC" which I cannot replicate anywhere on either my phone or desktop.
Any help or confirmation would be appreciated.
The webaudio-input demo fails due to the lack of an unprefixed AudioContext. Try if
window.AudioContext = window.AudioContext || window.webkitAudioContext;
fixes things
Also see this issue about some hacks required to make things work.
Live page: tt.fbcwinterretreat.org
The page and its script work well with chrome, IE and firefox. But on iPhone/iPads, not only the layout messed up, but also the image carousel doesn't work. I don't have a mac so I havn't tested it on Mac, but I'm quite sure it won't work on Mac either. To find the problem, I need something like chrome's dev tools to debug it, the question is, how do I do it with a window PC?
I have tried safari for windows, it turns out Safari has stopped support for window since 2012. And the latest version(5.1.7) is totally unreliable. So how do you guys make sure your sites/codes work on Safari if you have only window PC? I believe this must be a very general question.
The best solution is to buy a (second-hand) Mac. Apple does not allow installation of OS X on any machine than a Mac so running a virtual machine is not an option. Alternatively you could use one of the online browser compatibility tools such as
http://crossbrowsertesting.com/ although they are relatively pricey, but in return they provide a comprehensive list of browsers and browser versions.
My problem may seem a bit vague (it is to me too), but here is my attempted explanation of it.
A few months ago, I implemented PDF.js in my web application. It was really useful, and I am using it for interactions with my clients.
Suddenly, last week, my clients reported to me "Aw, Snap" messages in Google Chrome on their PCs when they try to launch PDF.js. I have an iMac and two PCs at home, so I decided to test this out.
When I used Google Chrome on my iMac to launch PDF.js, I found it worked fine.
When I used Google Chrome on my first PC to launch PDF.js, I found it worked fine.
When I used Google Chrome on my second PC to launch PDF.js, even though it previously worked, it kept crashing and showing me "Aw, Snap" messages.
This was weird. I tried removing all the extensions, clearing the cache, clearing the LocalStorage, but nothing seemed to fix the problem.
I then realised, after some communication with my clients, launching PDF.js in Safari, Torch, Opera or Firefox on any operating system worked perfectly fine.
Why would this happen? I am using the web viewer in PDF.js. I also tried with the basic hello world example, but that broke as well (which I now find really weird), so I suspect there's something wrong with the rendering engine.
I also tried including the compatibility.js file after building the source, but with no avail.
Is there any known bug which causes Google Chrome tabs to crash?
Yes, I got it now.
From https://github.com/mozilla/pdf.js/issues/4104, I found the answer (thanks Rob and PDF.js dev team!). Take a look yourself!
I'm only posting this here so that anyone who stumbles upon this post with a similar problem can be helped (as this error took me quite a while to figure out).
Unfortunately, this does not seem to be the case. We've tried the latest version of pdf.js from github, also tried Chrome 33 (stable) which should have their V8 fix included and it still crashes. Also, tried the pdf.js commit mentioned in github thread (4ce6cb8 - https://github.com/mozilla/pdf.js/commit/4ce6cb8b0fa9db948516b2b738fa1503cf0ef90e) - still crashes. Also tried latest Chrome Canary available on 19/03/2014 - crash is there.
We can provide the WinDbg memory dump if it's of any help.
PS: sorry, this should be the answer to Rob W thread right above but I cannot add it there due to 0 reputation.