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    chromium

    All About Safe Browsing

    Submitted by admin on Tue, 01/31/2012 - 12:22
    • chromium
    • feed
    • google chrome
    • New Features
    • security

    While the web is a virtual treasure trove of great content, it’s also used by bad guys to steal personal information. One of Chrome’s most advanced security features, Safe Browsing, helps protect against the three most common threats on the web: phishing, drive-by malware, and harmful downloads. We recently announced some new enhancements to Safe Browsing, so we thought we’d offer an inside look into how it works.

    Safe Browsing downloads a continuously-updated list of known phishing and malware websites, generated by an automated analysis of our entire web index. Each page you visit, and each resource (such as pictures and scripts) on the page, are checked against these lists. This is done in a way that does not reveal the websites you visit, and is described in more detail in our video on Safe Browsing. If Chrome detects that you’ve visited a page on the list, it warns you with a large red page that helps you get back to safety.

    Of course, this only helps for dangerous content that Google already knows about. To provide better protection, Safe Browsing has two additional mechanisms that can detect phishing attacks and harmful downloads the system has never encountered before.

    Phishing attacks are often only active for a few short hours, so it’s especially important to detect new attacks as they happen. Chrome now analyzes properties of each page you visit to determine the likelihood of it being a phishing page. This is done locally on your computer, and doesn’t share the websites you visit with Google. Only if the page looks sufficiently suspicious will Chrome send the URL of that page back to Google for further analysis, and show a warning as appropriate.

    Malicious downloads are especially tricky to detect since they’re often posted on rapidly changing URLs and are even “re-packed” to fool anti-virus programs. Chrome helps counter this behavior by checking executable downloads against a list of known good files and publishers. If a file isn’t from a known source, Chrome sends the URL and IP of the host and other meta data, such as the file’s hash and binary size, to Google. The file is automatically classified using machine learning analysis and the reputation and trustworthiness of files previously seen from the same publisher and website. Google then sends the results back to Chrome, which warns you if you’re at risk.

    It’s important to note that any time Safe Browsing sends data back to Google, such as information about a suspected phishing page or malicious file, the information is only used to flag malicious activity and is never used anywhere else at Google. After two weeks, any associated information, such as your IP address, is stripped, and only the URL itself is retained. If you’d rather not send any information to Safe Browsing, you can also turn these features off.

    This multi-pronged protection combines to make you much safer against the most prevalent attacks on the web while carefully guarding your privacy. We’ve always believed in making the web a safer place for everyone, so we also make the Safe Browsing API available for free to other browsers and websites.

    Safe surfing!

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    Translating JavaScript to Dart

    Submitted by admin on Mon, 01/30/2012 - 15:07
    • chromium
    • dart
    • feed
    • google chrome
    • javascript

    Cross posted to: dartlang.org and the Google Code Blog

    It took approximately 2000 years for the original Rosetta Stone to be discovered, which helped translate the Egyptian Hieroglyphs. We couldn’t wait that long to bridge the Dart and JavaScript worlds, so today we are releasing the JavaScript to Dart Synonym app.

    Like most web developers, we are familiar, comfortable, and productive with JavaScript. We were curious about Dart, and thanks to a recent Dart hackathon, we had the chance to play with the language and libraries. The problem was, as JavaScript developers, we didn’t know how to map common JavaScript idioms to Dart. Hence the idea for this synonym app was born.

    We started with the basics that every JavaScript and jQuery developer knows: variables, arrays, functions, classes, DOM manipulation, and many more. Then, with the help of the Dart team, we recorded the corresponding Dart versions of each idiom. To practice what we learned, we wrote this app with Dart.

    We hope our app that maps between JavaScript and Dart eases your introduction to Dart and gives you a sense of where the project is going. We know the team is eager to hear your feedback. Don’t hesitate to join the conversation or file a new issue for either Dart or the Synonym app. And remember, Dart isn’t set in stone, so your feedback counts.

     

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    Making the web speedier and safer with SPDY

    Submitted by admin on Thu, 01/26/2012 - 14:30
    • chromium
    • feed
    • google chrome
    • spdy

    In the two years since we announced SPDY, we’ve been working with the web community on evolving the spec and getting SPDY deployed on the Web.

    Chrome, Android Honeycomb devices, and Google's servers have been speaking SPDY for some time, bringing important benefits to users. For example, thanks to SPDY, a significant percentage of Chrome users saw a decrease in search latency when we launched SSL-search. Given that Google search results are some of the most highly optimized pages on the internet, this was a surprising and welcome result.

    We’ve also seen widespread community uptake and participation. Recently, Firefox has added SPDY support, which means that soon half of the browsers in use will support SPDY. On the server front, nginx has announced plans to implement SPDY, and we're actively working on a full featured mod-spdy for Apache. In addition, Strangeloop, Amazon, and Cotendo have all announced that they’ve been using SPDY.

    Given SPDY's rapid adoption rate, we’re working hard on acceptance tests to help validate new implementations. Our best practices document can also help website operators make their sites as speedy as possible.

    With the help of Mozilla and other contributors, we’re pushing hard to finalize and implement SPDY draft-3 in early 2012, as standardization discussions for SPDY will start at the next meeting of the IETF.

    We look forward to working even closer with the community to improve SPDY and make the Web faster!

    To learn more about SPDY, see the link to a Tech Talk here, with slides here.

     

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    Making form-filling faster, easier and smarter

    Submitted by admin on Wed, 01/25/2012 - 13:37
    • chromium
    • feed
    • google chrome

    One of my favorite features of Chrome got a boost earlier today, as we announced support for an experimental new “autocomplete type” attribute for form fields. The new attribute will allow web developers to unambiguously label text and select fields with common data types such as ‘full-name’ or ‘street-address’ and guarantee that their site’s forms work correctly with Chrome Autofill and other form-filling providers.

    We’ve been working on this design in collaboration with several other autofill vendors. Like any early stage proposal we expect this will change and evolve as the web standards community provides feedback, but we believe this will serve as a good starting point for the discussion on how to best support autofillable forms in the HTML5 spec. For now, this new attribute is implemented in Chrome as x-autocompletetype to indicate that this is still experimental and not yet a standard, similar to the webkitspeech attribute we released last summer.

    For more information, you can read the full text of the proposed specification, ask questions on the Webmaster help forum, or you can share your feedback in the standardization discussion!

     

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    Real-time Communications in Chrome

    Submitted by admin on Wed, 01/18/2012 - 12:13
    • chromium
    • feed
    • google chrome

    Since we open sourced WebRTC this past summer, we’ve been working hard with browser vendors to integrate WebRTC technology in their products. Today, we reached an important milestone: WebRTC is now integrated in the Chrome browser available on the dev channel.

    Building industry-leading voice and video capabilities into the browser makes it easier for web developers to incorporate real time communications in their apps. Instead of relying on custom, OS specific, proprietary plug-ins, they can now easily build and maintain their apps using a few simple JavaScript APIs and have the browser do the heavy lifting.

    Even though WebRTC is still evolving, we are receiving feedback from the standards process in W3C and IETF and there are already plenty of apps in development. For example, companies like Polycom, Vonage, Vehix.com, Firespotter, Siemens, Nimbuzz and PCCW are currently actively developing browser based solutions using WebRTC.If you are interested to learn more on how you can use WebRTC in your app, review our documentation, join our developer discussion group and go to the WebRTC blog for more details. We are looking forward to seeing what you come up with!

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    Principles Behind Chrome Security

    Submitted by admin on Thu, 01/12/2012 - 13:59
    • chromium
    • feed
    • google chrome
    • security

    When we first set out to design Chrome, we knew we had a unique opportunity to improve the security of the web. In addition to speed and simplicity, we’ve been adamant that security be a central tenet of everything we build. Chrome and the web have since come a long way, and we’ve been challenged to protect a complex and rapidly changing browser against the many threats that emerge on the web.

    After spending tens-of-thousands of hours working on ways to make users safer on the web, we thought it might be worth sharing the Chrome security principles that guide the work that we do.

    There are lots of technical details, but the fundamentals have always been simple. Security should compliment your browsing experience, not detract from it, and your browser should be secure by default -- no configuration required. No defense is ever perfect, so we rely on multiple layers of protection to help guard against single points of weakness. We support and fund the security research community in their work to identify weaknesses, and when vulnerabilities are found, we pride ourselves on patching them faster than any other browser.

    These principles have served us well in protecting users while keeping Chrome super fast and easy to use. If you develop software, we hope you find them helpful in securing your own product, and if you’re a Chrome user, that they give some insight into the many ways we work to help you surf with confidence.

     

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    In-App Payments Expands its Borders

    Submitted by admin on Thu, 12/15/2011 - 19:13
    • chromium
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    • google chrome
    (Cross-posted on the Official Google Code and Commerce Blogs)
     
    Since Google In-App Payments launched in July for developers in the United States, we’ve received great feedback on how easy it is to integrate as well as how simple it is for consumers to use. While the API has been off to a strong start, there’s been a growing demand for availability outside of the United States.
     
    So starting today, we are opening developer enrollment for Google In-App Payments to 17 additional countries. In addition to the United States, developers from Australia, Austria, Belgium, Canada, Denmark, Finland, France, Germany, Ireland, Italy, Japan, the Netherlands, Norway, Portugal, Spain, Sweden, and the United Kingdom can now use the Google In-App Payments API to incorporate an in-context payment experience into applications on the Chrome Web Store and their own sites.
    Developers using In-App Payments are seeing strong conversions and revenue streams thanks to these key features:
    • Ease of use: the short payment process for consumers takes place right in the developer’s app or site.
    • Large existing user base: there are millions of Google Wallet online users in over 140 countries.
    • Low fees: developers pay just 5% on all transactions.
    You can get started accepting payments in your web apps by following the tutorial and get answers to any questions in the forum. We look forward to expanding to even more countries in the future, as well as continuously working to improve the Google In-App Payments experience.
     
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    Games, apps and runtimes come to Native Client

    Submitted by admin on Fri, 12/09/2011 - 11:58
    • Apps
    • chromium
    • feed
    • Games
    • google chrome
    • native client

     

    Since we launched Native Client late last summer, our team has been working hard to make the technology more useful to developers. Yesterday at an event held at Google we shared the progress we’ve made towards this goal and showcased work from some of the early adopters of the technology, including Square Enix, Unity Technologies, andBungie. 

    One code base for all OSs
    In September, we started supporting a set of core Pepper interfaces, suited for 2D graphics, audio, and compute-intensive applications. Since that release, we’ve shipped additional APIs and capabilities, providing native code with more of the capabilities available from JavaScript. These include hardware-accelerated 3D graphics via OpenGL ES 2.0, a mouse lock API, a full-screen API, and much more. One example of the kind of experience Native Client can currently support is Bastion, an award-winning role-playing game from Supergiant Games. Previously limited to Microsoft Windows® and Xbox® systems, the Native Client port of Bastion allows Supergiant to reach users on all popular desktop operating systems, with the safety and simplicity of the web.

    Easy porting of previous work
    If you have existing code bases in C, C++, or C#, Native Client now allows you to port your existing apps to the web while maintaining just one code base. This was particularly appealing to Spacetime Studios. They ported their multiplayer online game Star Legends to the web in less than two weeks from an existing code base of more than half a million lines of code. The side benefit of being able to maintain their existing development and testing infrastructure further accelerated their delivery of a shipping title.

    More choices of programming languages

    The community is actively involved in Native Client, porting some of the most popular application middleware. Ports include Unity and Moai game engines, programming language environments Mono and Lua, audio middleware such as fmod and Wwise, as well as the Bullet physics engine. These Native Client ports make the web more accessible to hundreds of thousands of application developers. At the event, we showcased upcoming applications fromHeartwood, Silvertree, Exit Strategy, and Dedalord, who used those tools to bring their apps to the web with very little effort. We’ll continue to work with the community to get even more languages and middleware systems ported to Native Client.

    We recognize that building a Native Client app is only the start of a successful app. That’s why we’ve enabled distribution of Native Client-based apps via the Chrome Web Store. The Chrome Web Store gives developers a simple, effective strategy to reach over 200 million active users of Google Chrome.

    If all this sounds exciting, please visit our new documentation site at gonacl.com. There you’ll find a growing collection of tutorials, examples, videos, reference documentation, and much more. 

    Questions or suggestions? Join us in the discussion forums. We look forward to seeing some great new apps from Native Client developers.

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    OpenGL ES 2.0 Certification for ANGLE

    Submitted by admin on Mon, 11/28/2011 - 20:20
    • chromium
    • feed
    • google chrome
    • webgl

    In March of last year we introduced ANGLE as the engine that would power Chrome's GPU rendering on Windows. At the time it was announced, ANGLE only supported a subset of the OpenGL ES 2.0 API. Thanks to continued work from TransGaming, in collaboration with Google engineers and other contributors, ANGLE has reached an important milestone: It now passes the rigorous OpenGL ES 2.0 test suite and ANGLE version 1.0 has been certified as a compliant GL ES 2.0 implementation. This is a major step forward for the project, and a major event for OpenGL ES support on Windows.

    Mac and Linux already enjoy solid OpenGL support, but on Windows OpenGL drivers are not sufficiently widespread to be relied upon. Using ANGLE allows us to issue OpenGL ES commands in Chrome's graphics systems and not worry about the user's computer having OpenGL drivers -- ANGLE translates these commands into Direct3D 9 API calls.

    ANGLE helps Chrome use a single, open graphics standard and remain portable across platforms. Because it's a standalone library, open-source project ANGLE can help other software projects in the same way. Firefox, for instance, is already using ANGLE to render WebGL content on Windows.

    ANGLE is a necessary step in our continued efforts to push the web platform forward. Without ANGLE, it would be impossible to reliably run WebGL on many Windows computers, so we couldn't enable great applications like MapsGL. We hope WebGL developers and implementors will continue to join us in making ANGLE, and the open web platform, successful.

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    A game changer for interactive performance.

    Submitted by admin on Mon, 11/21/2011 - 14:52
    • chromium
    • feed
    • google chrome
    • v8
    • webgl

     

    Today we are announcing the release of Chrome’s new incremental garbage collector (GC) which dramatically improves interactive performance of web apps and HTML5 games.

    The V8 project has made huge progress improving peak performance of web apps. With the advent of technologies like WebGL we’re seeing the emergence of highly interactive and graphically intensive apps, such as the new version of Google Maps, new games and demos. But with these new uses comes a need for better interactive performance in JavaScript.

    Avoiding pauses is vital to achieving good interactive performance. Previously, garbage collection pause times depended on the amount of memory used. Therefore, large interactive apps were impacted by pauses that caused hiccuping. V8’s new GC reduces pause times dramatically while maintaining great peak performance and memory use.

    To evaluate the new GC, we took the most memory intensive peak performance test from the V8 Benchmark Suite and used it to make a stress test for interactive performance. In our testing the maximum time to render a frame including pause time is reduced from 272ms to 50ms.

    The new GC in Chrome improves interactive performance and opens up new possibilities for the interactive web. If you are developing highly interactive web apps or games, please try it out and share your experiences. It is available now on the dev channel.

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    Lossless and Transparency Encoding in WebP

    Submitted by admin on Fri, 11/18/2011 - 01:27
    • chromium
    • feed
    • google chrome
    • webp

    In September 2010 we announced the WebP image format with lossy compression. WebP was proposed as an alternative to JPEG, with 25–34% better compression compared to JPEG images at equivalent SSIM index. We received lots of feedback, and have been busy improving the format. Last month we announced WebP support for animation, ICC profile, XMP metadata and tiling. Today, we introduce a new mode in WebP to compress images losslessly, and support for transparency – also known as alpha channel – in both the lossless and lossy modes.

    With these new modes, you can now use WebP to better compress all types of images on the web. Photographic images typically encoded as JPEG can be encoded in WebP lossy mode to achieve smaller file size. Icons and graphics can be encoded better in WebP lossless mode than in PNG. WebP lossy with alpha can be used to create transparent images that have minimal visual degradation, yet are much smaller in file size. Animations compressed as GIFs can use animation support in WebP.

    New lossless mode

    Our main focus for lossless mode has been in compression density and simplicity in decoding. On average, we get a 45% reduction in size when starting with PNGs found on the web, and a 28% reduction in size compared to PNGs that are re-compressed with pngcrush and pngout. Smaller images on the page mean faster page loads.

    New transparency mode

    Today, webmasters who need transparency must encode images losslessly in PNG, leading to a significant size bloat. WebP alpha encodes images with low bits-per-pixel and provides an effective way to reduce the size of such images. Lossless compression of the alpha channel adds just 22% bytes over lossy (quality 90) WebP encoding. Smaller alpha overhead means richer images on webpages.

    You can find a more detailed compression study for these modes here and sample images in the WebP-Gallery. The bit stream specification has not been finalized, and the encoding and decoding implementations have not yet been optimized for processing speed. We encourage you to try it out on your favorite set of images, check out the code, and provide feedback. We hope WebP will now handle all your needs for web images, and we're working to get WebP supported in more browsers.

     

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    List Pages That Get Prerendered by Google Chrome

    Submitted by admin on Thu, 11/10/2011 - 21:43
    • browsing
    • chromium
    • google chrome
    • google chrome tips
    • prerendering

    Prerendering in the best case speeds up specific processes. When it comes to web browsers the technology could pre-load and render websites to display them faster for the user. This only works if the browser gets the site right. If you look at a standard web search for instance, you will get ten search results by default plus other pages that you could click on. It would be a tremendous waste of processing power and bandwidth if the browser would load all of those pages, especially if the user would only click on one page of the results.

    The Google Chrome web browser, and Chromium as well, use prerendering in a limited way. It may be used when you enter a phrase into the Chrome address bar. But which page or pages do get prerendered when this is happening?

    That’s easy to find out (thanks to François Beaufort who posted a short demonstration video on YouTube). All you need to do is to open the Google Chrome or Chromium Task Manager to see which pages get prerendered by the web browser.

    google chrome prerender

    You can open the Chrome Task Manager with a click on the Wrench icon, the selection of Tools and Task Manager. You can alternatively use the keyboard shortcut Shift-Esc to bring up the Task Manager directly.

    Look for Prerender: entries in the Task Manager. The indicator is followed either by the site url that got prerendered or the page title. It may still take time to identify the prerendered link on the page as Google is not displaying the information in the web browser.

    Prerendering in the web browser is automatically enabled. Users who do not want to use the feature can disable it the following way. Enter chrome://flags in the address bar and locate the “Prerender from omnibox” option.

    prerender from omnibox

    Enables prerendering of suggestions from the Omnibox and predicts appropriate network actions (prerendering, Instant, DNS preconnect) by calculating a confidence value for each Omnibox result.

    Switch to disabled in the pulldown menu to turn the feature off.

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    New Text-to-Speech API for Chrome extensions

    Submitted by admin on Tue, 10/18/2011 - 12:02
    • chrome web store
    • chromium
    • extensions
    • feed
    • google chrome

    Interested in making your Chrome Extension (or packaged app) talk using synthesized speech? Chrome now includes a Text-to-Speech (TTS) API that’s simple to use, powerful, and flexible for users.

    Let’s start with the "simple to use" part. A few clever apps and extensions figured out how to talk before this API was available – typically by sending text to a remote server that returns an MP3 file that can be played using HTML5 audio. With the new API, you just need to add "tts" to your permissions and then write:

    chrome.tts.speak('Hello, world!');

    It’s also very easy to change the rate, pitch, and volume. Here’s an example that speaks more slowly:

    chrome.tts.speak('Can you understand me now?', {rate: 0.6});

    How about powerful? To get even fancier and synchronize speech with your application, you can register to receive callbacks when the speech starts and finishes. When a TTS engine supports it, you can get callbacks for individual words too. You can also get a list of possible voices and ask for a particular voice – more on this below. All the details can be found in the TTS API docs, and we provide complete example code on the samples page.

    In fact, the API is powerful enough that ChromeVox, the Chrome OS screen reader for visually impaired users, is built using this API.

    Here are three examples you can try now:

        TTS Demo (app)
        Talking Alarm Clock (extension)
        SpeakIt (extension)

    Finally, let's talk about flexibility for users. One of the most important things we wanted to do with this API was to make sure that users have a great selection of voices to choose from. So we've opened that up to developers, too.

    The TTS Engine API enables you to implement a speech engine as an extension for Chrome. Essentially, you provide some information about your voice in the extension manifest and then register a JavaScript function that gets called when the client calls chrome.tts.speak. Your extension then takes care of synthesizing and outputting the speech – using any web technology you like, including HTML5 Audio, the new Web Audio API, or Native Client.

    Here are two voices implemented using the TTS Engine API that you can install now:

        Lois TTS - US English
        Flite SLT Female TTS - US English

    These voices both use Native Client to synthesize speech. The experience is very easy for end users: just click and install one of those voices, and immediately any talking app or extension has the ability to speak using that voice.

    If a user doesn't have any voices installed, Chrome automatically speaks using the native speech capabilities of your Windows or Mac operating system, if possible. Chrome OS comes with a built-in speech engine, too. For now, there's unfortunately no default voice support on Linux – but TTS is fully supported once users first install a voice from the Chrome Web Store.

    Now it's your turn: add speech capability to your app or extension today! We can't wait to hear what you come up with, and if you talk about it, please add the hashtag #chrometts so we can join the conversation. If you have any feedback, direct it to the Chromium-extensions group.

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    Heading in the right direction with WebGL

    Submitted by admin on Wed, 10/12/2011 - 08:58
    • chromium
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    • google chrome
    • webgl

    Editor's note: The Chromium WebGL team worked closely with the Maps team to help make MapsGL a reality. We invited a member of the Maps team to talk about their experience with MapsGL in the hope that it would help inform others who are interested in deploying a large scale WebGL app.

    At this point it's almost hard to remember, but when Google Maps was first released in 2005, it was one of the first web applications to demonstrate what was possible with AJAX and the web platform. This project was a challenge technically but we’d like to think that it helped to fire the imaginations of web developers around the world.

    Today, the Maps team is launching a beta of a brand new experience we call MapsGL. MapsGL is one of the first large scale applications to be built on top of WebGL. MapsGL makes use of 3D rendering and hardware graphics acceleration to provide an experience that is seamless, smooth, and runs directly in the browser.

    Technically, MapsGL brings significant changes to how map and image tiles are rendered on the client and server. Rather than loading pre-rendered image tiles from servers, vector data for the map is sent to the browser and rendered on the fly using WebGL. This generally means that less data needs to be sent to the browser, but also that every aspect of the map needs to be rendered on the order of ~20ms per frame in order to achieve a reasonable frame rate. Imagery transitions in Maps are also enhanced by loading 3D metadata along with image tiles, allowing Maps to provide rich 3D transitions between different levels and angles of imagery.

    While developing MapsGL, we found that WebGL draws from both native and web app backgrounds. For those used to working on web applications, WebGL adds a lot of functionality, but also increases the complexity of what you need to build and test. Even though WebGL is cross platform, performance varies dramatically across graphics hardware and operating systems - and what improves performance on one may hurt performance elsewhere - so testing across a wide array of setups is critical.

    We also found that performance dependent Javascript and WebGL optimizations were needed in order for MapsGL to run properly on slower hardware. For example, there are a number of users with graphics cards that can't currently run WebGL content. In these cases, we don’t give the user the ability to opt-in and they can continue with the current Maps experience. Other graphics cards have somewhat poor performance for some key operations, which we measure with a small benchmark when the user first opts-in. In these cases, MapsGL falls back on a hybrid approach where we use pre-rendered raster tiles for the background of the map and only dynamically render labels on top of these.

    We hope that MapsGL makes you excited to use WebGL in your own app. WebGL enables 3D graphics and immersive experiences in the browser that were formerly impossible. As WebGL becomes more robust and graphics card drivers improve, we can't wait to see what web developers will create with it. Check out the WebGL documentation and get started!

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    Dart: A language for structured web programming

    Submitted by admin on Mon, 10/10/2011 - 02:12
    • chromium
    • dart
    • feed
    • google chrome

    Cross-posted on the Google Code Blog

    Today we are introducing an early preview of Dart, a class-based optionally typed programming language for building web applications. Dart’s design goals are:

    • Create a structured yet flexible language for web programming.

     

    • Make Dart feel familiar and natural to programmers and thus easy to learn.

     

    • Ensure that Dart delivers high performance on all modern web browsers and environments ranging from small handheld devices to server-side execution.

    Dart targets a wide range of development scenarios: from a one-person project without much structure to a large-scale project needing formal types in the code to state programmer intent. To support this wide range of projects, Dart has optional types; this means you can start coding without types and add them later as needed. We believe Dart will be great for writing large web applications.

    Dart code can be executed in two different ways: either on a native virtual machine or on top of a JavaScript engine by using a compiler that translates Dart code to JavaScript. This means you can write a web application in Dart and have it compiled and run on any modern browser. The Dart VM is not currently integrated in Chrome but we plan to explore this option.

    The language comes with a set of basic libraries and tools for checking, compiling, and running Dart code, all of which will evolve further with your participation. We've made the language and preliminary tools available as open source on dartlang.org. Check out the site to give feedback, learn more about Dart, and participate in its development.

    We look forward to rapidly evolving Dart into a solid platform for structured web programming.

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    New developer tools experimental APIs for Chrome extensions

    Submitted by admin on Mon, 10/03/2011 - 12:57
    • chromium
    • devtools
    • extensions
    • feed
    • google chrome

    Are you already a happy user of Chrome Developer Tools but always wanted that particular feature added to make you even more productive? Then we have some exciting news for you: our developer tools are now extensible!

    You can now add new panels and sidebar section panes, retrieve network requests data, evaluate scripts on the page being inspected, and add custom audit rules.

    The extension support is still experimental, but we wanted to let you know early, so we can incorporate your feedback before releasing the APIs.

    Here’s how to get started with writing extensions for Chrome Developer Tools:

    • Use the dev channel of Chrome as the APIs are still under development;
    • Enable experimental extension APIs using the chrome://flags page;
    • List experimental in the permissions list of your extension;
    • Add a devtools_page field to your extension’s manifest, e.g:
    {
    "name": ...
    "minimum_chrome_version": "14.0",
    "devtools_page": "devtools.html",
    "permissions": [ "experimental" ... ],
    ...
    }

    The developer tools extension pages get access to the chrome.experimental.devtools.* APIs which are described further in our docs. Be sure to check out the sample extensions, which include extensions for jQuery and FirePHP users and a simple audit extension that finds broken links.

    For a richer example, you can also check out Page Speed for Chromium, which uses the extensions API to provide Page Speed suggestions right in the Chrome Devtools UI.

     

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    International Success with the Chrome Web Store

    Submitted by admin on Mon, 09/26/2011 - 11:10
    • chrome web store
    • chromium
    • feed
    • google chrome

    We recently expanded the reach of the Chrome Web Store from the U.S. to 24 more countries. Developers from around the world have already launched successful apps in the Chrome Web Store to US users. Now all developers can reach a global user base.

    What makes this global reach even more interesting is the global payments infrastructure that goes along with it. The store allows developers from 20 countries to sell apps in the store, and users to buy apps in their local currency. We also recently launched the In-App Payments API, which allows developers (U.S.-only for now; international soon) to sell virtual goods in their apps. Integration is easy and transaction fees are only 5%. Graphicly, an early user of in-app payments, saw its net revenues double after starting to use the API and experienced an even bigger rise in profit margins due to increased conversions and lower transaction fees.

    In keeping with our international theme, we’d like to highlight a few developers from different parts of the world who have utilized Chrome’s global reach to find success in the store:

    • Audiotool is an online music production app that was built by a team of German developers. They saw the Chrome Web Store as a way to present their app to an international audience. Audiotool’s traffic increased by 20% after launching in the store, and this motivated the team to release another app in the store.
    • Psykopaint is the brainchild of French developer Mathieu Gosselin. The Chrome Web Store provided Mathieu an opportunity to get his photo painting app noticed outside of France. Traffic to Psykopaint has jumped by 700% since it launched in the store and Mathieu has found that Chrome Web Store users tend to be more engaged than other users.
    • Finally, Nulab, a Japanese company, launched its online diagramming app, Cacoo, in the store to expand its user base outside Japan. In just a few months after Cacoo was released in multiple languages in the Chrome Web Store, the app already accounts for 20% of Cacoo’s user base.
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    Google @ GDC Online Oct. 10th-12th

    Submitted by admin on Wed, 08/31/2011 - 15:16
    • chrome web store
    • chromium
    • feed
    • google chrome
    • native client

    Cross posted at the Google Code blog

    This year at the Game Developers Conference (GDC) Online we have organized a Developer Day on Oct. 10th full of Google information for game developers. It will feature hardcore technical information on Google products and platforms delivered by Google engineers and developer advocates. We’ll discuss the latest projects we’re working on and how our online technologies can help you better create, distribute, and monetize games that reach a larger audience than ever before. We’ll present everything from how developers can build hardware accelerated 3D games for the browser with WebGL to the game framework used to bring Angry Birds to the Web.

    In addition to the Developer Day, we will also have a booth on the Expo floor on Oct. 11th-12th where we’ll have representatives from the Chrome Web Store, Native Client, WebGL, App Engine, Google+, In-App Payments, Google TV, and AdSense/AdMob demoing technologies and platforms for game developers. Come by booth 503 to try out Google products and ask questions, or hang out in our Google TV lounge.

    For more information on our presence at GDC Online, including session and speaker details, please visit http://www.google.com/events/gdc/2011. Hope to see you in Austin!

    Not able to attend GDC? Check out Google Game Developer Central to get an overview of Google products and services that are particularly relevant to game developers.

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    Non-Admin Chrome Frame Reaches Stable Channel

    Submitted by admin on Tue, 08/30/2011 - 20:41
    • chromeframe
    • chromium
    • feed
    • google chrome

    A few months ago, we introduced Non-Admin Google Chrome Frame on the developer channel for testing. We deployed it to the beta channel two weeks ago and we are now bringing Non-Admin to the stable channel. Head over here to install it and let us know how it goes.

    If you have installed the developer or beta channel version and wish to switch to the stable version, you'll need to uninstall Chrome Frame and then install via the above link. Note that the uninstall experience is smoothest if you close all Internet Explorer windows prior to uninstalling Chrome Frame.

    In addition to Non-Admin Chrome Frame moving to the stable channel, we are rolling out a change to the default Chrome Frame installer; it will now run at Admin level by default and will fall back to Non-Admin mode if the user does not have the necessary permissions on their machine. This will allow all users to download a single installer that just works. This installer is available at the Chrome Frame download page.

    As always, we welcome discussions in the Chrome Frame Google group and bug reports on Chromium’s issue tracker.

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    Getting your app discovered in the Chrome Web Store with new promotional assets.

    Submitted by admin on Thu, 08/25/2011 - 15:25
    • chrome web store
    • chromium
    • feed
    • google chrome

    Yesterday we made a small change in Chrome Web Store’s app upload flow: when you upload new apps and extensions to the Chrome Web Store, or edit one of your existing items, you'll be prompted to provide us with new promotional image assets. We are asking you for these assets so that we can highlight your apps and extensions in a brand new store layout that our team is working on.


    What's new:

    • (Required) You’ll need to provide us with a large rectangular image to identify your app, in addition to assets you already provide - your app icon and at least one screenshot.
    • (Optional) You can provide us with an even larger rectangular image format as well.

    What's different

    • The screenshot dimensions have grown larger with a wider aspect ratio.
    • The (optional) marquee image dimensions have also grown larger.

    What's the same

    • The specification and dimensions for the icon file

    To make things easier, we only require screenshots in the new dimensions going forward -- we'll automatically scale them as needed to make them visible in the current store layout. You can read the details about the new requirements on our image guidelines page. If you have any questions on these changes, feel free to reach us at our discussion group.

     

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