iOS-boilerplate 0 votes

A base template for iOS apps

This project is inspired on HTML5 boilerplate.

1. It is intended to provide a base of code to start with
2. It is not intended to be a framework
3. It is intended to be modified and extended by the developer to fit their needs
4. It includes solid third-party libraries if needed to not reinvent the wheel

iOS Boilerplate is tested on iPhone / iPod Touch devices with iOS 4.0 or greater. In the future it might support universal applications (iPhone + iPad)
At the moment iOS Boilerplate is just an XCode project. Is planned to be released as a true XCode template in the near future.

iOS Boilerplate includes helper classes and examples about the following topics:

1. HTTP requests and an image cache (both in-memory and disk-based)
2. UITableViews and UITableViewCells: fast scrolling, async images, pull-down-to-refresh, swipeable cells,...
3. Maps and locations: directions between two points, autocomplete a location, etc.

JW Player 0 votes

For Flash and HTML5

The JW Player for Flash is the Internet’s most popular and flexible media player. It supports playback of any format the Adobe Flash Player can handle, as well as HTTP and RTMP streaming and various XML playlist formats. A wide range of configuration options can be set, and an extensive JavaScript API is available. The player's skinning functionality allows you to completely customize its look, and the plugin architecture allows you to easily extend the player with features such as sharing, analytics and ad serving.

The JW Player's source code is freely available and can be built entirely using free and open-source software.

enchant.js 0 votes

HTML5 / JavaScript Based Game Engine

enchant.js is an HTML5 + JavaScript based game engine. It is a standalone library that enables cross-platform application development for PC, Mac, iPhone, iPad, and Android from just 30 KB of source code.

enchant.js was developed at Ubiquitous Entertainment Inc.'s Akihabara Research Center, and released April of 2011. Nearly 200 games have been created in its first two months of release, making it the world's most-used HTML5 game engine.

Sammy.js 1 vote

A small web-framework with class

Sammy.js is a tiny JavaScript framework developed to ease the pain and provide a basic structure for developing JavaScript applications.

Sammy tries to achieve this by providing a small ‘core’ framework and an ever-growing list of plugins for specific functionality. The core includes a simple API for defining applications which are made up primarily of routes and events. By driving application development around a small and specific API, Sammy attempts to keep your code organized while still allowing a lot of breathing room to define your own style and structure.

Sammy is not a solution for every JavaScript application or problematic situation. It is a single and rather opinionated method for building applications that tries to lend itself to best practices and maintainable development. It does this without the overhead of a large base framework or a single method or system for building models or views. If you want something more fully featured I highly suggest checking out SproutCore or Cappucino.


In the modern age of super-fast browsers and user expectations about the responsiveness and perceived speed of web applications – single page AJAX applications have become the rage (GMail, etc.) Furthermore, instead of just fetching full HTML and rendering it asynchronously, fetching raw data (JSON) and rendering on the client side has not only become possible – it’s actually very common.

Sammy.js was originally built as an experiment in designing APIs in JavaScript and was heavily inspired by Sinatra.rb. As Sammy evolved it aimed to solve the common problems associated with writing this new style of application. It became clear early on that Sammy was well suited for building simple applications on top of RESTful JSON data stores (See CouchDB).

Sammy continues to be fueled by the community and real-world production applications. It’s small enough that it can stay out of your way, and soon it will integrate with the DOM/AJAX Framework of your choice.

Video for Everybody 0 votes

Video for Everybody!

Video for Everybody is simply a chunk of HTML code that embeds a video into a website using the HTML5 <video> element, falling back to Flash automatically without the use of JavaScript or browser-sniffing. It therefore works in RSS readers (no JavaScript), on the iPhone / iPad (don’t support Flash) and on many browsers and platforms.

Thanks to the rapid adoption of HTML5 video happening right now, Video for Everybody isn’t the only solution around. It is not a neatly packaged, fully-featured solution for those unfamiliar with HTML. VfE is for developers who either want something really simple they can quickly use on their blog or websites, or as a good starting point to develop their own custom solution. It does not use JavaScript. Because of this, it does not work on Android versions prior to 2.3 (Gingerbread). That is Google’s fault. If you don’t care about the reasons behind this you should just use a solution like MediaElement.js or VideoJS that do work on older versions of Android.

html5media 0 votes

HTML5 video made easy

All it takes is a single line of code to make HTML5 video and audio tags work in all major browsers.

HTML5 video and audio tags were designed to make embedding a video as easy as embedding an image. They were also designed to give users a faster experience by doing away with browser plugins such as Adobe Flash.

Unfortunately, older browsers don't support HTML5 video and audio tags, and even modern browsers don't support a consistent set of video codecs, making embedding a video rather difficult.

The html5media project makes embedding video or audio as easy as it was meant to be. It's a fire-and-forget solution, and doesn't require installing any files on your server. Unlike many other HTML5 video players, it allows people to use the video controls supplied by their own web browser. It's one of the smallest, fastest solutions available, and as browser technology improves it will become even faster.

jPlayer 0 votes

HTML5 Audio & Video for jQuery

jPlayer is the completely free and open source (GPL/MIT) media library written in JavaScript. A jQuery plugin, jPlayer allows you to rapidly weave cross platform audio and video into your web pages. jPlayer's comprehensive API allows you to create innovative media solutions while support and encouragement is provided by jPlayer's active and growing community.

Backbone.js 2 votes

Give your JS App some Backbone with Models, Views, Collections, and Events

Backbone supplies structure to JavaScript-heavy applications by providing models with key-value binding and custom events, collections with a rich API of enumerable functions, views with declarative event handling, and connects it all to your existing application over a RESTful JSON interface.

Author: Jeremy Ashkenas, and DocumentCloud
Revision Control: Git
Licence: MIT/X11 Licence
Country of Origin: United States

Knockout.js 0 votes

Simplify dynamic JavaScript UIs by applying the model-view-view Model (MVVM) pattern

Knockout is a JavaScript library that helps you to create rich, responsive display and editor user interfaces with a clean underlying data model. Any time you have sections of UI that update dynamically (e.g., changing depending on the user’s actions or when an external data source changes), KO can help you implement it more simply and maintainably.

Headline features:

  1. Elegant dependency tracking - automatically updates the right parts of your UI whenever your data model changes
  2. Declarative bindings - a simple and obvious way to connect parts of your UI to your data model
  3. Flexible and sophisticated templating - construct a complex dynamic UI easily using arbitrarily nested templates
  4. Trivially extensible - implement custom behaviors as new declarative bindings for easy reuse in just a few lines of code

Additional benefits:

  1. Pure JavaScript library - works with any server or client-side technology
  2. Can be added on top of your existing web application without requiring major architectural changes
  3. Compact - around 25kb before gzipping
  4. Works on any mainstream browser (IE 6+, Firefox 2+, Chrome, Safari, others)
  5. Comprehensive suite of specifications (developed BDD-style) means its correct functioning can easily be verified on new browsers and platforms

Developers who’ve used Silverlight or WPF may recognize KO as an example of the MVVM pattern; developers more familiar with Ruby on Rails or other MVC technologies may see it as a real-time form of MVC with declarative syntax. In another sense, you can think of KO as a general way to make UIs for editing JSON data… whatever works for you :)

Author: Steven Sanderson
Revision Control: Git
Licence: MIT/X11 Licence
Country of Origin:

Gordon 0 votes

An open source Flash™ runtime written in pure JavaScript

Gordon lets you run your SWF movie files in a JavaScript based environment, without the need of any plugins or additional software. It takes advantage of the latest web technologies like SVG to render vector based graphics or Web Workers for enhanced performance and to parse even large SWF’s in the background, without blocking the user interface. Furthermore, it gives you full access and control of the resources, characters and timeline behaviours in your movie via JavaScript or DOM scripting.

Gordon was created and is maintained by me, Tobias Schneider, a web developer based in Munich, Germany.

Author: Tobias Schneider
Revision Control: Git
Licence: MIT/X11 Licence
Country of Origin: Germany

Pre3d 0 votes

A JavaScript 3d Rendering Engine

Pre3d is a JavaScript library, which will project a 3d scene into 2d, and draw
it to a <canvas> element. The API is immediate mode, with the basic primitive
of a Shape, consisting of QuadFace quad and/or triangle faces. The library is
designed to be low-level and direct, there is no retrained or scene graph API.

There are currently 2 JavaScript files, the core engine and some mesh utils.
There are no external dependencies, and the DOM shouldn't be touched outside
of using the <canvas> element passed to the Renderer.