Laptop to Phone (Twilio Programmable Video) displaying black screen - javascript

Does anyone know if its possible to use the Twilio Programmable video API correctly from phone to laptop. Every time I make a video call on two laptops everything works fine.
But, if I call from phone to a laptop, the laptop displays a black screen (which should be the stream of the iphone camera). Ive searched everywhere, and do not see anyone facing the same issue. I am using the javascript SDK by the way, and using Safari for the iphone, chrome for the laptop.

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How do you trigger landscape fullscreen in iOS Safari?

There are a million resources out there explaining that iOS browsers don't support the fullscreen web API.
But I know there is a way to do landscape fullscreen on iOS. See these examples:
https://poki.com/en/g/stick-merge
https://www.google.com/doodles/doodle-champion-island-games-begin
When you go to those pages, they tell you to rotate your phone to landscape, and once you do - the entire phone UI is gone. True fullscreen.
I just can't figure out what's the API for doing that.
I just figured it out. Boy do I feel silly.
There is no API.
Just browse to any page on Safari iOS, rotate your phone to landscape, and bam, you're in fullscreen mode.

Images uploaded from mobile rotated in Chrome and Firefox on Desktop

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It will appear in the right directions on the mobile browsers (Chrome mobile and Safari Mobile)
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Other people suggest removing the EXIF info from the file, but that did not work either.
Did someone encounter the same problem?
The problem is in the EXIF data that iOS embed in the media.
If you process the media with Sharp, it will automatically process it and scrape it off.
Hope it helps anyone coming across this answer!

Apple/Safari issue playing background video on mobile device

I have a site with full screen background video using BigVideo.js. (http://dfcb.github.io/BigVideo.js/) On mobile devices, android is working great. However, on an apple device the video loads with a 'Play' button that you need to click which loads the video in a modal window over top of the site. Any ideas on how to make this behave like desktop/android devices where the video seamlessly plays in the background? Could there be an Apple app-driven event detecting video and forcing play in a modal?
Example HTML:
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Many mobile devices do not support video autoplay - the idea is to avoid users running up large mobile data bills. Last time I looked all the smaller iOS devices, i.e. iPhones did not.
There is a popular javascript library to detect browser features which includes a test for autoplay which may be useful for you:
https://github.com/Modernizr/Modernizr/blob/master/feature-detects/video/autoplay.js
Similarly, inline video is not supported on all Mobile devices - it is evolving so more devices do now but it is probably not a good idea to rely on it. Again, there is at least one open source library trying to address this on iPhone (inline video works on iPads last time I checked, as far as I recall):
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Click/tap delay for web app on tablets

I made a simple little "wack-a-mole"-style game for my kids with JavaScript and HTML, and it performs exactly as it should on a PC. As soon as you tap the animal (penguin, in this case) it shows as being wacked. I'm using a window.setTimeout to try to time the images.
However, on tablets (tried on an iPad and an iPad Mini 2) there is a delay when tapping, so it isn't always counted correctly. I've tried it on a Windows 10 PC with touch screen and it functions as expected, but on the iPads it always has a small delay, but enough to throw off the gameplay.
Is there any way to account for this delay on mobile devices? I hesitate to change the timing of all of the images (the penguin poking its head up, then coming all the way up, then going back into its hole) because it works just like it should on Windows PCs.
I tested it in both Chrome and Safari on the iPad and iPad Mini 2, with the same results.
Thanks in advance.

What are the effects of charging a laptop on Javascript Game for Windows 8

I am developing a Game using JavaScript and HTML5 .While using the concept of canvas ,I am rendering the images on screen and then moving the coordinates to make the image look moving. When the laptop is charging the images move very fast but as soon as it is unplugged ,the speed of image falls.
On the Windows laptops you've got power options which are designed by default to reduce a processor and video performance if a laptop unplugged from a charger. Also if your browser for game's debugging is IE the windows also will reduce javascript performance for IE. The first Google link for illustrating my words: http://www.sevenforums.com/tutorials/778-power-plan-settings-change.html (you've got the same options for Windows 8).

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