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  "author": {
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    "name": "Devon Govett",
    "url": "http://badassjs.com/"
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    "url": "http://github.com/devongovett/png.js/issues"
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  "description": "A PNG decoder in CoffeeScript",
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  "readme": "png.js\n======\nA PNG decoder in JS for the canvas element or Node.js.\n\n## Browser Usage\nSimply include png.js and zlib.js on your HTML page, create a canvas element, and call PNG.load to load an image.\n\n    <canvas></canvas>\n    <script src=\"zlib.js\"></script>\n    <script src=\"png.js\"></script>\n    <script>\n        var canvas = document.getElementsByTagName('canvas')[0];\n        PNG.load('some.png', canvas);\n    </script>\n    \nThe source code for the browser version resides in `png.js` and also supports loading and displaying animated PNGs.\n    \n## Node.js Usage\nInstall the module using npm\n\n    sudo npm install png-js\n    \nRequire the module and decode a PNG\n\n    var PNG = require('png-js');\n    PNG.decode('some.png', function(pixels) {\n        // pixels is a 1d array of decoded pixel data\n    });\n    \nYou can also call `PNG.load` if you want to load the PNG (but not decode the pixels) synchronously.  If you already\nhave the PNG data in a buffer, simply use `new PNG(buffer)`.  In both of these cases, you need to call `png.decode`\nyourself which passes your callback the decoded pixels as a buffer.  If you already have a buffer you want the pixels\ncopied to, call `copyToImageData` with your buffer and the decoded pixels as returned from `decodePixels`.",
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