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Moving on a Vector                                                                                                    199
Bouncing Off Walls                                                                                                        204
Bouncing a Single Ball                                                                                               205
Multiple Balls Bouncing Off Walls                                                                           208
Multiple Balls Bouncing with a Dynamically Resized Canvas                             214
Multiple Balls Bouncing and Colliding                                                                   219
Multiple Balls Bouncing with Friction                                                                    232
Curve and Circular Movement                                                                                    239
Uniform Circular Motion                                                                                          239
Moving in a Simple Spiral                                                                                         243
Cubic Bezier Curve Movement                                                                                245
Moving an Image                                                                                                        251
Creating a Cubic Bezier Curve Loop                                                                       255
Simple Gravity, Elasticity, and Friction                                                                       259
Simple Gravity                                                                                                             260
Simple Gravity with a Bounce                                                                                  263
Gravity with Bounce and Applied Simple Elasticity                                             266
Simple Gravity, Simple Elasticity, and Simple Friction                                         270
Easing                                                                                                                               273
Easing Out (Landing the Ship)                                                                                 273
Easing In (Taking Off)                                                                                               277
Box2D and the Canvas                                                                                                  281
Downloading Box2dWeb                                                                                          281
How Does Box2dWeb Work?                                                                                   281
Box2D Hello World                                                                                                    282
Including the Library                                                                                                 282
Creating a Box2dWeb World                                                                                    282
Units in Box2dWeb                                                                                                    283
Defining the Walls in Box2D                                                                                    284
Creating Balls                                                                                                              285
Rendering b2debugDraw vs. Canvas Rendering                                                   286
drawScreen()                                                                                                               287
Bouncing Balls Revisited                                                                                           289
Translating to the Canvas                                                                                          290
Interactivity with Box2D                                                                                               293
Creating the Boxes                                                                                                      294
Rendering the Boxes                                                                                                  295
Adding Interactivity                                                                                                   296
Creating Boxes                                                                                                            296
Handling the Balls                                                                                                      297
Box2D Further Reading                                                                                                303
Table of Contents  |  ix
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What’s Next?                                                                                                                   303
6. Mixing HTML5 Video and Canvas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  305
HTML5 Video Support                                                                                                 305
Theora + Vorbis = .ogg                                                                                              305
H.264 + $$$ = .mp4                                                                                                    306
VP8 + Vorbis = .webm                                                                                               306
Combining All Three                                                                                                 307
Converting Video Formats                                                                                           307
Basic HTML5 Video Implementation                                                                         308
Plain-Vanilla Video Embed                                                                                       309
Video with Controls, Loop, and Autoplay                                                              311
Altering the Width and Height of the Video                                                          312
Preloading Video in JavaScript                                                                                     317
Video and the Canvas                                                                                                    321
Displaying a Video on HTML5 Canvas                                                                  321
HTML5 Video Properties                                                                                          327
Video on the Canvas Examples                                                                                    331
Using the currentTime Property to Create Video Events                                     331
Canvas Video Transformations: Rotation                                                               335
Canvas Video Puzzle                                                                                                  341
Creating Video Controls on the Canvas                                                                  355
Animation Revisited: Moving Videos                                                                         364
Capturing Video with JavaScript                                                                                 369
Web RTC Media Capture and Streams API                                                           370
Example 1: Show Video                                                                                             370
Example 2: Put Video on the Canvas and Take a Screenshot                              373
Example 3: Create a Video Puzzle out of User-Captured Video                          376
Video and Mobile                                                                                                           378
What’s Next?                                                                                                                   379
7. Working with Audio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   381
The Basic <audio> Tag                                                                                                  381
Audio Formats                                                                                                                382
Supported Formats                                                                                                     382
Audacity                                                                                                                       382
Example: Using All Three Formats                                                                          384
Audio Tag Properties, Functions, and Events                                                            385
Audio Functions                                                                                                         385
Important Audio Properties                                                                                      385
Important Audio Events                                                                                            386
Loading and Playing the Audio                                                                                387
 |  Table of Contents
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Displaying Attributes on the Canvas                                                                       388
Playing a Sound with No Audio Tag                                                                           391
Dynamically Creating an Audio Element in JavaScript                                        392
Finding the Supported Audio Format                                                                     393
Playing the Sound                                                                                                       394
Look Ma, No Tag!                                                                                                       395
Creating a Canvas Audio Player                                                                                   397
Creating Custom User Controls on the Canvas                                                     398
Loading the Button Assets                                                                                        399
Setting Up the Audio Player Values                                                                         400
Mouse Events                                                                                                              401
Sliding Play Indicator                                                                                                 402
Play/Pause Push Button: Hit Test Point Revisited                                                 403
Loop/No Loop Toggle Button                                                                                   406
Click-and-Drag Volume Slider                                                                                 406
Case Study in Audio: Space Raiders Game                                                                416
Why Sounds in Apps Are Different: Event Sounds                                               416
Iterations                                                                                                                      416
Space Raiders Game Structure                                                                                 417
Iteration #1: Playing Sounds Using a Single Object                                               426
Iteration #2: Creating Unlimited Dynamic Sound Objects                                  427
Iteration #3: Creating a Sound Pool                                                                         429
Iteration #4: Reusing Preloaded Sounds                                                                 431
Web Audio API                                                                                                               435
What Is the Web Audio API?                                                                                    436
Space Raiders with the Web Audio API Applied                                                   436
What’s Next?                                                                                                                   439
8. Canvas Games: Part I. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  441
Why Games in HTML5?                                                                                               441
Canvas Compared to Flash                                                                                       442
What Does Canvas Offer?                                                                                         442
Our Basic Game HTML5 File                                                                                      442
Our Game’s Design                                                                                                        444
Game Graphics: Drawing with Paths                                                                          444
Needed Assets                                                                                                             445
Using Paths to Draw the Game’s Main Character                                                  445
Animating on the Canvas                                                                                             448
Game Timer Loop                                                                                                      448
The Player Ship State Changes                                                                                 449
Applying Transformations to Game Graphics                                                           451
The Canvas Stack                                                                                                        451
Table of Contents  |  xi
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Game Graphic Transformations                                                                                  453
Rotating the Player Ship from the Center                                                               453
Alpha Fading the Player Ship                                                                                   455
Game Object Physics and Animation                                                                         456
How Our Player Ship Will Move                                                                              456
Controlling the Player Ship with the Keyboard                                                     458
Giving the Player Ship a Maximum Velocity                                                          462
A Basic Game Framework                                                                                            463
The Game State Machine                                                                                          463
The Update/Render (Repeat) Cycle                                                                         467
The FrameRateCounter Object Prototype                                                              469
Putting It All Together                                                                                                   471
Geo Blaster Game Structure                                                                                     471
Geo Blaster Global Game Variables                                                                         475
The Player Object                                                                                                           476
Geo Blaster Game Algorithms                                                                                     477
Arrays of Logical Display Objects                                                                            477
Level Knobs                                                                                                                 479
Level and Game End                                                                                                  480
Awarding the Player Extra Ships                                                                              481
Applying Collision Detection                                                                                   481
The Geo Blaster Basic Full Source                                                                               483
Rock Object Prototype                                                                                                  484
Simple A* Path Finding on a Tile Grid                                                                       486
What Is A*?                                                                                                                  486
A* Applied to a Larger Tile Map                                                                              493
A* Taking Diagonal Moves into Account                                                               498
A* with Node Weights                                                                                               502
A* with Node Weights and Diagonals                                                                     506
Moving a Game Character Along the A* Path                                                       514
Tanks That Pass Through Walls?                                                                              518
What’s Next?                                                                                                                   528
9. Canvas Games: Part II. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   529
Geo Blaster Extended                                                                                                    529
Geo Blaster Tile Sheet                                                                                                530
Rendering the Other Game Objects                                                                        535
Adding Sound                                                                                                             541
Pooling Object Instances                                                                                           546
Adding a Step Timer                                                                                                  548
Creating a Dynamic Tile Sheet at Runtime                                                                550
A Simple Tile-Based Game                                                                                           555
xii  |  Table of Contents
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Micro Tank Maze Description                                                                                  556
The Tile Sheet for Our Game                                                                                    556
The Playfield                                                                                                                558
The Player                                                                                                                    559
The Enemy                                                                                                                   560
The Goal                                                                                                                      561
The Explosions                                                                                                            561
Turn-Based Game Flow and the State Machine                                                     562
Simple Tile Movement Logic Overview                                                                  566
Rendering Logic Overview                                                                                       568
Simple Homegrown AI Overview                                                                            569
Micro Tank Maze Complete Game Code                                                                570
Scrolling a Tile-Based World                                                                                        570
First, a Tile Sheet That Contains the Tiles We Want to Paint to the Screen       570
Second, a Two-Dimensional Array to Describe Our Game World                     571
Third, Paint the Tile-Based World to the Canvas                                                  571
Coarse Scrolling vs. Fine Scrolling                                                                           572
The Camera Object                                                                                                    572
The World Object                                                                                                       573
Fine Scrolling the Row and Column Buffers                                                          574
Coarse Scrolling Full Code Example                                                                       580
Fine Scrolling Full Code Example                                                                            585
What’s Next?                                                                                                                   589
10. Going Mobile!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  591
The First Application                                                                                                     591
The Code                                                                                                                      592
Examining the Code for BSBingo.html                                                                   597
The Application Code                                                                                                600
Scaling the Game for the Browser                                                                            601
Testing the Game on an Actual Device                                                                   606
Retro Blaster Touch                                                                                                       607
Mobilizing Retro Blaster Touch                                                                                   610
Jumping to Full Screen                                                                                               610
Touch Move Events                                                                                                    612
Retro Blaster Touch Complete Game Code                                                            618
Beyond the Canvas                                                                                                         619
What’s Next?                                                                                                                   619
11. Further Explorations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   621
3D with WebGL                                                                                                              621
What Is WebGL?                                                                                                         621
Table of Contents  |  xiii
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How Does One Test WebGL?                                                                                    622
How Do I Learn More About WebGL?                                                                   622
What Does a WebGL Application Look Like?                                                        623
Further Explorations with WebGL                                                                           628
WebGL JavaScript Libraries                                                                                      629
Multiplayer Applications with ElectroServer 5                                                          630
Installing ElectroServer                                                                                             631
The Basic Architecture of a Socket-Server Application                                        634
The Basic Architecture of an ElectroServer Application                                      634
Creating a Chat Application with ElectroServer                                                    636
Testing the Application in Google Chrome                                                            641
Further Explorations with ElectroServer                                                                642
This Is Just the Tip of the Iceberg                                                                             645
Creating a Simple Object Framework for the Canvas                                              646
Creating the Drag-and-Drop Application                                                              646
Application Design                                                                                                     647
Windows 8 Apps and the HTML5 Canvas                                                                 659
What’s Next in HTML5.1 and Canvas Level 2?                                                         663
HTML5.1 Canvas Context                                                                                        663
Canvas Level-2                                                                                                            664
Conclusion                                                                                                                      664
A. Full Code Listings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   667
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   711
xiv  |  Table of Contents
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Preface
Introduction to the Second Edition
In the past two years, since the release of this book, usage of the HTML5 Canvas has
grown by leaps and bounds. The original edition of this book was one of the first pub‐
lications dedicated to the Canvas. While we were proud to get out of the gate fast, it also
meant that we had to do a lot of research and exploration of our own. Back in 2011,
there were only a handful of examples of HTML5 Canvas applications, and still fewer
tutorials. In 2013, the landscape has changed. There are many resources to choose from
regarding the HTML5 Canvas, from frameworks and APIs to dedicated websites and
books. To create this second edition, we took a hard look at what worked and what did
not work the first time around. The following sections describe some of the exciting
changes and updates that you can look forward to within these pages.
First Edition Updates
Most of the content from the first edition of this book remains intact. It remains because
this book is geared towards a wide range of developers, from those who have never seen
a Canvas to those who want to learn some intermediate-to-advanced ways to make use
of the Canvas.
Every chapter has been revised with updated code and optimizations, as well as updates
to address browser compatibility and other issues that have arisen over the past two
years. A few parts have been removed. Some of the redundant code listings have been
moved to the source distribution to make the book easier to read. We have also replaced
parts of Chapter 4 with more, shorter demos, and we’ve completely rewritten Chap‐
ter 10 to remove the discussion of Phonegap because similar content is now widely
available.
We have also added a ton of new content that we believe will help take your Canvas
applications to the next level. This includes the following:
xv
• A new animated Hello World application
• A discussion of accessibility and the sub-dom concept
• Multiple methods to clear the Canvas
• Finding points in the current path
• Drawing focus rings
• Animating gradients with text
• Using pixel data to detect collisions
• Five new examples that focus on using Box2Dweb for physics-based animations
• Using getUserMedia() to capture video on the Canvas
• Making use of the new Web Audio API
• A* path finding and animation
• Coarse and fine tile-based scrolling
• Development of mobile web (iOS) full-screen, scaled applications
• A new game named Retro Blaster Touch
• A new drag-and-drop example
• A discussion of building your own Canvas application framework
• A short tutorial for building an HTML5 application for Windows 8
What You Need to Run the Examples in the Book
The best part about the programming HTML5 Canvas is that the barrier to entry is very
low. All you need is a modern web browser and a text editor.
As far as compatible browsers go, we suggest that you download and use the latest
version of the following web browsers. The browsers are listed in the order that we
suggest you test them:
• Chrome
• Safari
• Firefox
• Internet Explorer (version 10)
• Opera
Every example in this book was tested with Google Chrome, Safari, and Firefox. While
we made every attempt to ensure that these examples worked across as many browsers
as possible, we suggest that you use Google Chrome or Safari for the best results.
xvi  |  Preface
What You Need to Know
It would be good if you knew your way around programming in some kind of modern
language like C, C++, C#, ActionScript 2, ActionScript 3, Java, or JavaScript. However,
we will introduce the Canvas in the first chapter in a way that should ease you into web
programming at the same time.
For Flash developers
JavaScript and ActionScript 1 are essentially the same language. While Adobe took
some liberties with ActionScript 2, you should be very comfortable with JavaScript.
If you have experience with only ActionScript 3, JavaScript might feel like a step
backwards.
For Silverlight/C# developers
Take a deep breath, and think about a time before ASP.NET/C# when you might
have had to develop web apps in VBScript. Keep your mind there, because that is
just about the same space you are about to enter.
How This Book Is Organized
This book is organized into 11 chapters. All the chapters in the second edition have been
updated, revised, and expanded. The first four chapters step you through the HTML
Canvas API by example. The topics covered include text, images, and drawing. These
chapters contain a few finished apps, but for the most part consist of demos designed
to show you the facets of the Canvas API. The next six chapters build upon the Canvas
API by expanding the scope of the examples to application length. In these chapters, we
discuss math and physics applications, video, audio and games, and mobile. The final
chapters introduce a few experimental areas: 3D, multiplayer, Windows 8, and a Canvas
object model.
What you won’t get in this book is a simple run-down and retelling of the published
W3C Canvas API. While we cover portions of the API in detail, some of it is not ap‐
plicable to games. However, if you want to explore the API further, you can find it at
this site.
Instead, we want to bring to light the ways the Canvas can be used to create animation,
games, and entertainment applications for the Web and mobile web.
Conventions Used in This Book
The following typographical conventions are used in this book:
Italic
Indicates new terms, URLs, email addresses, filenames, and file extensions.
Preface  |  xvii
Constant width
Used for program listings, as well as within paragraphs to refer to program elements
such as variable or function names, databases, data types, environment variables,
statements, and keywords.
Constant width bold
Shows commands or other text that should be typed literally by the user.
Constant width italic
Shows text that should be replaced with user-supplied values or by values deter‐
mined by context.
This icon signifies a tip, suggestion, or general note.
This icon indicates a warning or caution.
Using Code Examples
This book is here to help you get your job done. In general, if this book includes code
examples, you may use the code in your programs and documentation. You do not need
to contact us for permission unless you’re reproducing a significant portion of the code.
For example, writing a program that uses several chunks of code from this book does
not require permission. Selling or distributing a CD-ROM of examples from O’Reilly
books does require permission. Answering a question by citing this book and quoting
example code does not require permission. Incorporating a significant amount of ex‐
ample code from this book into your product’s documentation does require permission.
We appreciate, but do not require, attribution. An attribution usually includes the title,
author, publisher, and ISBN. For example: “HTML5 Canvas, Second Edition by Steve
Fulton  and  Jeff  Fulton  (O’Reilly).  Copyright  2013  8bitrocket  Studios,
978-1-449-33498-7.”
If you feel your use of code examples falls outside fair use or the permission given above,
feel free to contact us at permissions@oreilly.com .
xviii  |  Preface
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