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Parser - MDN Web Docs Glossary: Definitions of Web-related terms
Parser ====== A **parser** is the module of a compiler or interpreter that parses a source code file. More generally, it's a piece of software that parses text and transforms its content to another representation. See also -------- * Parser on Wikipedia
Scroll container - MDN Web Docs Glossary: Definitions of Web-related terms
Scroll container ================ A **scroll container** is an element box in which content can be scrolled, whether or not scroll bars are present. A user agent adds scroll bars to an element box to make it a scroll container when the CSS `overflow` property is set to `scroll` or when `overflow` is set to `auto` *and* the content overflows the container. When the content of an element box overflows its bounding box, users can use scroll bars to scroll through the clipped content that is otherwise hidden from view. A scroll container includes a scrollport and scroll bars. Scrollport ---------- The scrollport is the visible part of a scroll container and coincides with the padding box of the scroll container. The scroll bars are used to move content in and out of the scrollport so that the content can be viewed.
JavaScript - MDN Web Docs Glossary: Definitions of Web-related terms
JavaScript ========== JavaScript (or "JS") is a programming language used most often for dynamic client-side scripts on webpages, but it is also often used on the server-side, using a runtime such as Node.js. JavaScript **should not** be confused with the Java programming language. Although *"Java"* and *"JavaScript"* are trademarks (or registered trademarks) of Oracle in the U.S. and other countries, the two programming languages are significantly different in their syntax, semantics, and use cases. JavaScript is primarily used in the browser, enabling developers to manipulate webpage content through the DOM, retrieve content from servers using the `fetch()` API, store complex data using IndexedDB, draw graphics with canvas, interact with the device running the browser through various APIs, and more. JavaScript is one of the world's most commonly-used languages, owing to the recent growth and performance improvement of APIs available in browsers. Origins and History ------------------- Conceived as a server-side language by Brendan Eich (then employed by the Netscape Corporation), JavaScript soon came to Netscape Navigator 2.0 in September 1995. JavaScript enjoyed immediate success and Internet Explorer 3.0 introduced JavaScript support under the name JScript in August 1996. In November 1996, Netscape began working with Ecma International to make JavaScript an industry standard. Since then, the standardized JavaScript is called ECMAScript and specified under ECMA-262, whose latest (fourteenth, ES2023) edition is available as of June 2023. Recently, JavaScript's popularity has expanded even further through the successful Node.js platformβ€”the most popular cross-platform JavaScript runtime environment outside the browser. Node.js - built using Chrome's V8 JavaScript Engine - allows developers to use JavaScript as a scripting language to automate things on a computer and build fully functional HTTP and WebSockets servers. See also -------- * JavaScript on Wikipedia * The JavaScript Guide on MDN * The "javascripting" workshop on NodeSchool * The JavaScript course on codecademy.com * The latest ECMAScript standard * The JavaScript reference on MDN * The *Eloquent JavaScript* book
Loop - MDN Web Docs Glossary: Definitions of Web-related terms
Loop ==== A **loop** is a sequence of instructions that is repeated until a certain condition is met. An example would be the process of getting an item of data and changing it, and then making sure some condition is checked β€” such as if a counter has reached a prescribed number. Loops are one way to execute a statement for a variable number of times. The same effect can be achieved with recursion, especially in languages where all data is immutable, making it impossible to update a counter variable. See also -------- * Control flow on Wikipedia * Loops and iteration guide
Delta - MDN Web Docs Glossary: Definitions of Web-related terms
Delta ===== The term **delta** refers to the difference between two values or states. The name originates from the Greek letter Ξ” (delta), which is equivalent to the letter *D* in the Roman alphabet. *Delta* refers to the use of the letter Ξ” as a shorthand for *difference*. The term *delta* is commonly used when communicating changes in speed, position, or acceleration of a physical or virtual object. It's also used when describing changes in the volume or frequency of sound waves. For example, when describing how far an object on the screen moves left-to-right, one might use the term *delta x* or *Ξ”x*. Likewise, given the new value of *X* and its old value, you might compute the delta like this: ```js let deltaX = newX - oldX; ``` More commonly, you receive the delta and use it to update a saved previous condition: ```js let newX = oldX + deltaX; ``` See also -------- * Mouse wheel events (`WheelEvent` offer the amount the wheel moved since the last event in its `deltaX`, `deltaY`, and `deltaZ` properties, for example.
Codec - MDN Web Docs Glossary: Definitions of Web-related terms
Codec ===== A **codec** (a blend word derived from "**co**der-**dec**oder") is a program, algorithm, or device that encodes or decodes a data stream. A given codec knows how to handle a specific encoding or compression technology. See also -------- * Codec on Wikipedia * Web video codec guide * Web audio codec guide * Guide to media types and formats on the web
RTF - MDN Web Docs Glossary: Definitions of Web-related terms
RTF === RTF (Rich Text Format) is a plain-text-based file format with support for formatting instructions (like bold or italic). Three programmers in the Microsoft Word team created RTF in the 1980s, and Microsoft continued to develop the format until 2008. However, many word-processing programs can still read and write RTF. See also -------- * Rich Text Format on Wikipedia * specification v1.9.1 from Microsoft
WebAssembly - MDN Web Docs Glossary: Definitions of Web-related terms
WebAssembly =========== **WebAssembly** (abbr. *Wasm*) is an open binary programming format that can be run in modern web browsers in order to gain performance and/or provide new features for web pages. See also -------- * WebAssembly on Wikipedia * Official website * WebAssembly on MDN
ECMA - MDN Web Docs Glossary: Definitions of Web-related terms
ECMA ==== **Ecma International** (formally *European Computer Manufacturers Association*) is a non-profit organization that develops standards in computer hardware, communications, and programming languages. On the web it is famous for being the organization which maintain the ECMA-262 specification (aka. ECMAScript) which is the core specification for the JavaScript language. See also -------- * Ecma International on Wikipedia * The Ecma International website
Clickjacking - MDN Web Docs Glossary: Definitions of Web-related terms
Clickjacking ============ Clickjacking is an interface-based attack that tricks website users into unwittingly clicking on malicious links. In clickjacking, the attackers embed their malicious links into buttons or legitimate pages in a website. In an infected Site, whenever a user clicks on a legitimate link, the attacker gets the confidential information of that user, which ultimately compromises the user's privacy on the Internet. Clickjacking can be prevented by implementing a Content Security Policy (frame-ancestors) and implementing Set-Cookie attributes. See also -------- * Web security: clickjacking protection * Clickjacking on Wikipedia * Clickjacking on OWASP
Base64 - MDN Web Docs Glossary: Definitions of Web-related terms
Base64 ====== **Base64** is a group of similar binary-to-text encoding schemes that represent binary data in an ASCII string format by translating it into a radix-64 representation. The term *Base64* originates from a specific MIME content transfer encoding. When the term "Base64" is used on its own to refer to a specific algorithm, it typically refers to the version of Base64 outlined in RFC 4648, section 4, which uses the following alphabet to represent the radix-64 digits, alongside `=` as a padding character: ``` ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/ ``` A common variant is "Base64 URL safe", which omits the padding and replaces `+/` with `-_` to avoid characters that might cause problems in URL path segments or query parameters. Base64 encoding schemes are commonly used to encode binary data for storage or transfer over media that can only deal with ASCII text (or some superset of ASCII that still falls short of accepting arbitrary binary data). This ensures that the data remains intact without modification during transport. Common applications of Base64 include: * Email via MIME * Storing complex data in XML * Encoding binary data so it can be included in a `data:` URL Encoded size increase --------------------- Each Base64 digit represents 6 bits of data. So, three 8-bit bytes of the input string/binary file (3Γ—8 bits = 24 bits) can be represented by four 6-bit Base64 digits (4Γ—6 = 24 bits). This means that the Base64 version of a string or file is typically roughly a third larger than its source (the exact size increase depends on various factors, such as the absolute length of the string, its length modulo 3, and whether padding characters are used). JavaScript support ------------------ Browsers natively provide two JavaScript functions for decoding and encoding Base64 strings: * `btoa`: creates a Base64-encoded ASCII string from a string of binary data ("btoa" should be read as "binary to ASCII"). * `atob`: decodes a Base64-encoded string ("atob" should be read as "ASCII to binary"). **Note:** Base64 is a binary encoding rather than a text encoding, but `btoa` and `atob` were added to the web platform before it supported binary data types. As a result, the two functions use strings to represent binary data, with the code point of each character representing the value of each byte. This has led to a common misconception that `btoa` can be used to encode arbitrary text data β€” for example, creating a Base64 `data:` URL of a text or HTML document. However, the byte-to-code-point correspondence only reliably holds true for code points up to `0x7f`. Furthermore, code points over `0xff` will cause `btoa` to throw an error due to exceeding the maximum value for 1 byte. The next section details how to work around this limitation when encoding arbitrary Unicode text. The "Unicode Problem" --------------------- Since `btoa` interprets the code points of its input string as byte values, calling `btoa` on a string will cause a "Character Out Of Range" exception if a character's code point exceeds `0xff`. For use cases where you need to encode arbitrary Unicode text, it is necessary to first convert the string to its constituent bytes in UTF-8, and then encode the bytes. The simplest solution is to use `TextEncoder` and `TextDecoder` to convert between UTF-8 and single-byte representations of the string: ```js function base64ToBytes(base64) { const binString = atob(base64); return Uint8Array.from(binString, (m) => m.codePointAt(0)); } function bytesToBase64(bytes) { const binString = String.fromCodePoint(...bytes); return btoa(binString); } // Usage bytesToBase64(new TextEncoder().encode("a Δ€ 𐀀 ζ–‡ πŸ¦„")); // "YSDEgCDwkICAIOaWhyDwn6aE" new TextDecoder().decode(base64ToBytes("YSDEgCDwkICAIOaWhyDwn6aE")); // "a Δ€ 𐀀 ζ–‡ πŸ¦„" ``` Converting arbitrary binary data -------------------------------- The `bytesToBase64` and `base64ToBytes` functions in the previous section can be used directly to convert between Base64 strings and `Uint8Array`s. Alternatively, asynchronous conversion between base64 data URLs is possible natively within the web platform via the `FileReader` and `fetch` APIs: ```js async function bytesToBase64DataUrl(bytes, type = "application/octet-stream") { return await new Promise((resolve, reject) => { const reader = Object.assign(new FileReader(), { onload: () => resolve(reader.result), onerror: () => reject(reader.error), }); reader.readAsDataURL(new File([bytes], "", { type })); }); } async function dataUrlToBytes(dataUrl) { const res = await fetch(dataUrl); return new Uint8Array(await res.arrayBuffer()); } // Usage await bytesToBase64DataUrl(new Uint8Array([0, 1, 2])); // "data:application/octet-stream;base64,AAEC" await dataUrlToBytes("data:application/octet-stream;base64,AAEC"); // Uint8Array [0, 1, 2] ```
Grid Cell - MDN Web Docs Glossary: Definitions of Web-related terms
Grid Cell ========= In a CSS Grid Layout, a **grid cell** is the smallest unit you can have on your CSS grid. It is the space between four intersecting grid lines and conceptually much like a table cell. ![Diagram showing an individual cell on the grid.](/en-US/docs/Glossary/Grid_Cell/1_grid_cell.png) If you do not place items using one of the grid placement methods, direct children of the grid container will be placed one into each individual grid cell by the auto-placement algorithm. Additional row or column tracks will be created to create enough cells to hold all items. Example ------- In the example we have created a three column track grid. The five items are placed into grid cells working along an initial row of three grid cells, then creating a new row for the remaining two. ``` \* { box-sizing: border-box; } .wrapper { border: 2px solid #f76707; border-radius: 5px; background-color: #fff4e6; } .wrapper > div { border: 2px solid #ffa94d; border-radius: 5px; background-color: #ffd8a8; padding: 1em; color: #d9480f; } ``` ```css .wrapper { display: grid; grid-template-columns: repeat(3, 1fr); grid-auto-rows: 100px; } ``` ```html <div class="wrapper"> <div>One</div> <div>Two</div> <div>Three</div> <div>Four</div> <div>Five</div> </div> ``` See also -------- ### Property reference * `grid-template-columns` * `grid-template-rows` * `grid-auto-rows` * `grid-auto-columns` ### Further reading * CSS Grid Layout Guide: *Basic concepts of grid layout* * Definition of Grid Cells in the CSS Grid Layout specification
Exception - MDN Web Docs Glossary: Definitions of Web-related terms
Exception ========= An **exception** is a condition that interrupts normal code execution. In JavaScript syntax errors are a very common source of exceptions. See also -------- * Exception handling on Wikipedia
Node - MDN Web Docs Glossary: Definitions of Web-related terms
Node ==== The term **node** can have several meanings depending on the context. It may refer to: Node (DOM) In the context of the DOM, a **node** is a single point in the node tree. Various things that are nodes are the document itself, elements, text, and comments. Node (networking) In networking, a **node** is a connection point in the network. In physical networks, a node is usually a device, like a computer or a router. Another use of the word is when talking about Node.js
Privileged - MDN Web Docs Glossary: Definitions of Web-related terms
Privileged ========== Users are said to be **privileged** when they are granted additional rights to a system, or given ultimate access to content in a higher priority level when compared to normal users. See also -------- * Privilege (computing) on Wikipedia
HTTP/3 - MDN Web Docs Glossary: Definitions of Web-related terms
HTTP/3 ====== **HTTP/3** is the upcoming major revision of the HTTP network protocol, succeeding HTTP/2. The major point of HTTP/3 is that it uses a new UDP protocol named QUIC, instead of TCP. See also -------- * HTTP on MDN * HTTP/3 on Wikipedia * Glossary + HTTP + HTTP 2 + Latency
Usenet - MDN Web Docs Glossary: Definitions of Web-related terms
Usenet ====== Usenet is an internet discussion system where each post is duplicated on many servers. The equivalent of Internet forums in its day, Usenet functioned like a bulletin board system. See also -------- * Usenet on Wikipedia
VoIP - MDN Web Docs Glossary: Definitions of Web-related terms
VoIP ==== VoIP (Voice over Internet Protocol) is a technology used to transmit voice messages over IP (Internet Protocol) networks. Common VoIP packages include Skype, MSN Messenger, Yahoo and many more. Everything transferred through VoIP is digital. It is also known as IP telephony, or broadband telephony. The main reason for using VoIP technology is because of cost. VoIP allows you to make a call directly from a computer, a special VoIP phone, or a traditional phone connected to a special adapter. A high speed internet connection is required for VoIP. Usually, telephone calls over the Internet do not incur further charges beyond what the user is paying for Internet access, much in the same way that the user doesn't pay for sending individual emails over the Internet. See also -------- * VoIP on Wikipedia
ALPN - MDN Web Docs Glossary: Definitions of Web-related terms
ALPN ==== **Application-Layer Protocol Negotiation** (**ALPN**) is a TLS extension (defined in RFC 7301) for identifying what application-layer protocol is negotiating the encrypted connection, without requiring additional round trips to do so. | Protocol | Identification sequence | | --- | --- | | HTTP/1.1 | `0x68 0x74 0x74 0x70 0x2F 0x31 0x2E 0x31` ("http/1.1") | | HTTP/2 | `0x68 0x32` ("h2") | | HTTP/2 over cleartext TCP | `0x68 0x32 0x63` ("h2c") | | HTTP/3 | `0x68 0x33` ("h3") | See also -------- * Performance resource timing `nextHopProtocol` property * PerformanceObserver API * IANA registered ALPN identifiers
CalDAV - MDN Web Docs Glossary: Definitions of Web-related terms
CalDAV ====== CalDAV (Calendaring extensions to WebDAV) is a protocol standardized by the IETF and used to remotely access calendar data from a server. See also -------- * CalDAV on Wikipedia * RFC 4791: Calendaring extensions to WebDAV (CalDAV) * RFC 6638: Scheduling Extensions to CalDAV
Sticky activation - MDN Web Docs Glossary: Definitions of Web-related terms
Sticky activation ================= **Sticky activation** (or "sticky user activation") is a window state that indicates a user has pressed a button, moved a mouse, used a menu, or performed some other user interaction. A page is considered "user activated" if a user is currently interacting with the page or has completed a touch, pointer, or keyboard interaction since page load. With sticky user activation, if activation is set it is not reset for the duration of the session (unlike Transient activation). See Features gated by user activation for examples of APIs that require *sticky activation*. See the `UserActivation.hasBeenActive` property to programmatically access the current window's sticky activation state. See also -------- * HTML Living Standard > Sticky activation * Transient activation * `UserActivation.hasBeenActive`
Localization - MDN Web Docs Glossary: Definitions of Web-related terms
Localization ============ **Localization** (l10n) is the process of adapting a software user interface to a specific culture. The following are common factors to consider: * language * unit of measure (e.g., kilometers in Europe, miles in U.S.) * text direction (e.g., European languages are left-to-right, Arabic right-to-left) * capitalization in Latin script (e.g., English uses capitals for weekdays, Spanish uses lowercase) * adaptation of idioms (e.g., "raining cats and dogs" makes no sense when translated literally) * use of register (e.g., in Japanese respectful speech differs exceptionally from casual speech) * number format (e.g., 10 000,00 in Germany vs. 10,000.00 in the U.S.) * date format * currency * cultural references * paper size * color psychology * compliance with local laws * local holidays * personal names The complementary practice, of designing a system so it is easy to localize, is called Internationalization. See also -------- * Localization on Wikipedia * Internationalization
Card sorting - MDN Web Docs Glossary: Definitions of Web-related terms
Card sorting ============ Card sorting is a simple technique used in Information architecture whereby people involved in the design of a website (or other type of product) are invited to write down the content / services / features they feel the product should contain, and then organize those features into categories or groupings. This can be used for example to work out what should go on each page of a website. The name comes from the fact that often card sorting is carried out by literally writing the items to sort onto cards, and then arranging the cards into piles. See also -------- * Card sorting on Wikipedia
Document directive - MDN Web Docs Glossary: Definitions of Web-related terms
Document directive ================== **CSP document directives** are used in a `Content-Security-Policy` header and govern the properties of a document or worker environment to which a policy applies. Document directives don't fall back to the `default-src` directive. See Document directives for a complete list. See also -------- * Glossary + CSP + Reporting directive + Fetch directive + Navigation directive * Reference + https://www.w3.org/TR/CSP/#directives-document + `upgrade-insecure-requests` + `block-all-mixed-content` + `Content-Security-Policy`
Alignment container - MDN Web Docs Glossary: Definitions of Web-related terms
Alignment container =================== The **alignment container** is the rectangle that the alignment subject is aligned within. This is defined by the layout mode; it is usually the alignment subject's containing block, and assumes the writing mode of the box establishing the containing block. See also -------- * CSS box alignment module * CSS `align-content` property * CSS `align-items` property * CSS `align-self` property * CSS `align-tracks` property * CSS `justify-content` property * CSS `justify-items` property * CSS `justify-self` property * CSS `justify-tracks` property * CSS `place-content` shorthand property * CSS `place-self` shorthand property * CSS `scroll-snap-align` property
String - MDN Web Docs Glossary: Definitions of Web-related terms
String ====== In any computer programming language, a string is a sequence of characters used to represent text. In JavaScript, a String is one of the primitive values and the `String` object is a wrapper around a String primitive. See also -------- * String (computer science) on Wikipedia * JavaScript data types and data structures
Graceful degradation - MDN Web Docs Glossary: Definitions of Web-related terms
Graceful degradation ==================== **Graceful degradation** is a design philosophy that centers around trying to build a modern website/application that will work in the newest browsers, but falls back to an experience that while not as good still delivers essential content and functionality in older browsers. Polyfills can be used to build in missing features with JavaScript, but acceptable alternatives to features like styling and layout should be provided where possible, for example by using the CSS cascade, or HTML fallback behavior. Some good examples can be found in Handling common HTML and CSS problems. It is a useful technique that allows Web developers to focus on developing the best possible websites, given that those websites are accessed by multiple unknown user-agents. Progressive enhancement is related but different β€” often seen as going in the opposite direction to graceful degradation. In reality both approaches are valid and can often complement one another. See also -------- * Graceful degradation on Wikipedia * Handling common HTML and CSS problems * Implementing feature detection * MDN Web Docs Glossary + Graceful degradation + Polyfill + Progressive enhancement
WCAG - MDN Web Docs Glossary: Definitions of Web-related terms
WCAG ==== *Web Content Accessibility Guidelines* (**WCAG**) are a recommendation published by the Web Accessibility Initiative group at the W3C. They outline a set of guidelines for making content accessible primarily for people with disabilities but also for limited-resource devices such as mobile phones. WCAG 2.0 which superseded WCAG 1.0 was published as a W3C Recommendation on 11 December 2008. It consists of 12 guidelines organized under 4 principles (perceivable, operable, understandable, and robust) and each guideline has testable success criteria. WCAG uses three levels of conformance: * Priority 1: Web developers **must** satisfy these requirements, otherwise it will be impossible for one or more groups to access the Web content. Conformance to this level is described as A. * Priority 2: Web developers **should** satisfy these requirements, otherwise some groups will find it difficult to access the Web content. Conformance to this level is described as AA or Double-A. * Priority 3: Web developers **may** satisfy these requirements, in order to make it easier for some groups to access the Web content. Conformance to this level is described as AAA or Triple-A. Work is proceeding on both WCAG 2.2 and WCAG) 3.0. See also -------- * WCAG on Wikipedia * Accessibility information on MDN * The WCAG 2.0 recommendation at the W3C * Web Content Accessibility Guidelines (WCAG) 2.2: Candidate Recommendation * W3C Accessibility Guidelines (WCAG) 3.0: Working Draft
Garbage collection - MDN Web Docs Glossary: Definitions of Web-related terms
Garbage collection ================== **Garbage collection** is a term used in computer programming to describe the process of finding and deleting objects which are no longer being referenced by other objects. In other words, garbage collection is the process of removing any objects which are not being used by any other objects. Often abbreviated "GC," garbage collection is a fundamental component of the memory management system used by JavaScript. See also -------- * Memory management on Wikipedia * Garbage collection (computer science) on Wikipedia * Garbage collection in the MDN JavaScript guide. * Memory management in JavaScript
TOFU - MDN Web Docs Glossary: Definitions of Web-related terms
TOFU ==== **Trust On First Use** **(TOFU**) is a security model in which a client needs to create a trust relationship with an unknown server. To do that, clients will look for identifiers (for example public keys) stored locally. If an identifier is found, the client can establish the connection. If no identifier is found, the client can prompt the user to determine if the client should trust the identifier. TOFU is used in the SSH protocol, in `Strict-Transport-Security` (HSTS) where a browser will obey the redirection rule. See also -------- * Wikipedia: TOFU
OTA - MDN Web Docs Glossary: Definitions of Web-related terms
OTA === *Over The Air* (**OTA**) refers to automatic updating of software on connected devices from a central server. All device owners receiving a given set of updates are on the same "channel", and each device often can access several channels (e.g. for production or engineering builds). See also -------- * Over-the-air programming on Wikipedia
Speculative parsing - MDN Web Docs Glossary: Definitions of Web-related terms
Speculative parsing =================== Traditionally in browsers the HTML parser ran on the main thread and was blocked after a `</script>` tag until the script has been retrieved from the network and executed. Some HTML parser, such as Firefox since Firefox 4, support speculative parsing off of the main thread. It parses ahead while scripts are being downloaded and executed. The HTML parser starts speculative loads for scripts, style sheets and images it finds ahead in the stream and runs the HTML tree construction algorithm speculatively. The upside is that when a speculation succeeds, there's no need to reparse the part of the incoming file that was already scanned for scripts, style sheets and images. The downside is that there's more work lost when the speculation fails. This document helps you avoid the kind of things that make speculation fail and slow down the loading of your page. To make speculative loads of linked scripts, style sheets and images successful, avoid `document.write`. If you use a `<base>` element to override the base URI of your page, put the element in the non-scripted part of the document. Don't add it via `document.write()` or `document.createElement`. Avoiding losing tree builder output ----------------------------------- Speculative tree building fails when `document.write()` changes the tree builder state such that the speculative state after the `</script>` tag no longer holds when all the content inserted by `document.write()` has been parsed. However, only unusual uses of `document.write()` cause trouble. Here are the things to avoid: * Don't write unbalanced trees. `<script>document.write("<div>");</script>` is bad. `<script>document.write("<div></div>");</script>` is OK. * Don't write an unfinished token. `<script>document.write("<div></div");</script>` is bad. * Don't finish your writing with a carriage return. `<script>document.write("Hello World!\r");</script>` is bad. `<script>document.write("Hello World!\n");</script>` is OK. * Note that writing balanced tags may cause other tags to be inferred in a way that makes the write unbalanced. E.g. `<script>document.write("<div></div>");</script>` inside the `head` element will be interpreted as `<script>document.write("</head><body><div></div>");</script>` which is unbalanced. * Don't format part of a table. `<table><script>document.write("<tr><td>Hello World!</td></tr>");</script></table>` is bad.
FTU - MDN Web Docs Glossary: Definitions of Web-related terms
FTU === FTU (First Time Use) is the app that loads when you run a newly-installed version of Gecko on a Firefox OS device. You can use FTU to set many important options (e.g. timezone, Wi-Fi details, default language, importing contacts), or take the "Phone Tour" to find out more about your device.
Unix time - MDN Web Docs Glossary: Definitions of Web-related terms
Unix time ========= Unix time is a method to represent a timestamp, and is usually defined as the number of seconds since the beginning of the Unix epoch, which is January 1st, 1970, at midnight (UTC). Leap seconds are ignored. On the web platform, Unix time is used for timestamps, and is given as the number of milliseconds since the beginning of the Unix epoch. See also -------- * Unix time on Wikipedia * Leap second on Wikipedia
Viewport - MDN Web Docs Glossary: Definitions of Web-related terms
Viewport ======== A viewport represents a polygonal (normally rectangular) area in computer graphics that is currently being viewed. In web browser terms, it refers to the part of the document you're viewing which is currently visible in its window (or the screen, if the document is being viewed in full screen mode). Content outside the viewport is not visible onscreen until scrolled into view. The portion of the viewport that is currently visible is called the **visual viewport**. This can be smaller than the layout viewport, such as when the user has pinched-zoomed. The layout viewport remains the same, but the visual viewport became smaller. See also -------- * Visual Viewport API * Viewport on Wikipedia * A tale of two viewports (Quirksmode) * Visual viewport in the MDN Glossary * Layout viewport in the MDN Glossary
Sloppy mode - MDN Web Docs Glossary: Definitions of Web-related terms
Sloppy mode =========== ECMAScript 5 and later let scripts opt in to a new strict mode, which alters the semantics of JavaScript in several ways to improve its resiliency and which make it easier to understand what's going on when there are problems. The normal, non-strict mode of JavaScript is sometimes referred to as **sloppy mode**. This isn't an official designation, but you are likely to come across it if you spend time doing serious JavaScript code. See also -------- * "Strict Mode" in chapter 7 ("JavaScript Syntax") in the book Speaking *JavaScript*.
PNG - MDN Web Docs Glossary: Definitions of Web-related terms
PNG === **PNG** (Portable Network Graphics) is a graphics file format that supports lossless data compression. See also -------- * PNG on Wikipedia
SDK (Software Development Kit) - MDN Web Docs Glossary: Definitions of Web-related terms
SDK (Software Development Kit) ============================== An **SDK** (**Software Development Kit**) is an integrated collection of tools that a developer can use to create software for a specific framework, operating system, or other platform. An SDK can include: * An editor * A compiler * A debugger * An emulator or simulator, if the target platform is different from the platform used to create the program. * Tools to help test and package the program for distribution. SDKs are usually provided by the owner of a software platform, to support developers targeting the platform. For example, Google provides an Android SDK for developers writing Android apps. In many respects, the developer tools built into modern web browsers provide a similar function for web developers.
IPv6 - MDN Web Docs Glossary: Definitions of Web-related terms
IPv6 ==== **IPv6** is the current version of the communication protocol underlying the Internet. Slowly IPv6 is replacing IPv4, among other reasons because IPv6 allows for many different IP addresses. See also -------- * IPv6 on Wikipedia
Whitespace - MDN Web Docs Glossary: Definitions of Web-related terms
Whitespace ========== **Whitespace** refers to characters which are used to provide horizontal or vertical space between other characters. Whitespace is often used to separate tokens in HTML, CSS, JavaScript, and other computer languages. Whitespace characters and their usage vary among languages. In HTML ------- The Infra Living Standard defines five characters as "ASCII whitespace": U+0009 TAB, U+000A LF, U+000C FF, U+000D CR, and U+0020 SPACE. In JavaScript ------------- The ECMAScript Language Specification defines several Unicode code points as "white space": U+0009 CHARACTER TABULATION <TAB>, U+000B LINE TABULATION <VT>, U+000C FORM FEED <FF>, U+0020 SPACE <SP>, U+00A0 NO-BREAK SPACE <NBSP>, U+FEFF ZERO WIDTH NO-BREAK SPACE <ZWNBSP>, and any other Unicode "Space\_Separator" code points <USP>. See also -------- * Whitespace character (Wikipedia) * How whitespace is handled by HTML, CSS, and in the DOM * `white-space` * Specifications + ASCII whitespace spec + ECMAScript Language Specification * Glossary 1. Character
GZip compression - MDN Web Docs Glossary: Definitions of Web-related terms
GZip compression ================ gzip is a file format used for file compression and decompression. It is based on the Deflate algorithm that allows files to be made smaller in size which allows for faster network transfers. gzip is commonly supported by web servers and modern browsers, meaning that servers can automatically compress files with gzip before sending them, and browsers can uncompress files upon receiving them. See also -------- * The gzip home page * gzip on Wikipedia
LTR (Left To Right) - MDN Web Docs Glossary: Definitions of Web-related terms
LTR (Left To Right) =================== **LTR** (**Left To Right**) is a locale property indicating that text is written from left to right. For example, the `en-US` locale (for US English) specifies left-to-right. Most Western languages, as well as many others around the world, are written LTR. The opposite of LTR, RTL (Right To Left) is used in other common languages, including Arabic (`ar`) and Hebrew (`he`). See also -------- * MDN Web Docs Glossary + locale + Localization + LTR + RTL * HTML global attributes + dir + lang * CSS + `:dir` + `direction` + `unicode-bidi` + `writing-mode`
Stacking context - MDN Web Docs Glossary: Definitions of Web-related terms
Stacking context ================ **Stacking context** refers to how elements on a webpage appear to sit on top of other elements, just as you can arrange index cards on your desk to lie side-by-side or overlap each other. See also -------- * Explanation and example of the stacking context
P2P - MDN Web Docs Glossary: Definitions of Web-related terms
P2P === P2P (Peer-to-peer) is a computer networking architecture in which all participating nodes (*peers*) have equal privileges and share the workload. P2P differs from a client-server network architecture, where multiple *client* nodes connect to centralized *servers* for services. P2P is commonly found in Blockchain Applications. See also -------- * P2P on Wikipedia
UI - MDN Web Docs Glossary: Definitions of Web-related terms
UI == **User Interface** (UI) is anything that facilitates the interaction between a user and a machine. In the world of computers, it can be anything from a keyboard, a joystick, a screen or a program. In case of computer software, it can be a command-line prompt, a webpage, a user input form, or the front-end of any application. See also -------- * User interface on Wikipedia * Front end development on Wikipedia
CSP - MDN Web Docs Glossary: Definitions of Web-related terms
CSP === A CSP (Content Security Policy) is used to detect and mitigate certain types of website related attacks like Cross-site\_scripting, clickjacking and data injections. The implementation is based on an HTTP header called `Content-Security-Policy`. See also -------- * Content Security Policy on Wikipedia * Content Security Policy documentation on MDN
OWASP - MDN Web Docs Glossary: Definitions of Web-related terms
OWASP ===== **OWASP** (Open Web Application Security Project) is a non-profit organization and worldwide network that works for security in Free Software, especially on the Web. See also -------- * Official website
Flex Container - MDN Web Docs Glossary: Definitions of Web-related terms
Flex Container ============== A flexbox layout is defined using the `flex` or `inline-flex` values of the `display` property on the parent item. This element then becomes a **flex container**, and each one of its children becomes a flex item. A value of `flex` causes the element to become a block level flex container, and `inline-flex` an inline level flex container. These values create a **flex formatting context** for the element, which is similar to a block formatting context in that floats will not intrude into the container, and the margins on the container will not collapse with those of the items. See also -------- ### Property reference * `align-content` * `align-items` * `flex` * `flex-direction` * `flex-flow` * `flex-wrap` * `justify-content` ### Further reading * CSS Flexbox Guide: *Basic Concepts of Flexbox* * CSS Flexbox Guide: *Aligning items in a flex container* * CSS Flexbox Guide: *Mastering wrapping of flex items* * Firefox Developer Tools > How to: *CSS Flexbox Inspector: Examine Flexbox layouts*
Type - MDN Web Docs Glossary: Definitions of Web-related terms
Type ==== **Type** is a characteristic of a value affecting what kind of data it can store, and the structure that the data will adhere to. For example, a boolean Data Type can hold only a `true` or `false` value at any given time, whereas a string has the ability to hold a string or a sequence of characters, a number can hold numerical values of any kind, and so on. A value's data type also affects the operations that are valid on that value. For example, a value of type number can be multiplied by another number, but not by a string - even if that string contains *only* a number, such as the string "2". Types also provides us with useful knowledge about the comparison between different values. Comparison between structured types is not always an easy assumption, as even if the previous data structure is the same, there could be inherited structures inside of the Prototype Chain. If you are unsure of the type of a value, you can use the `typeof` operator. See also -------- * Data type on Wikipedia * JavaScript data types * Glossary + JavaScript + string + number + bigint + boolean + null + undefined + symbol
ICE - MDN Web Docs Glossary: Definitions of Web-related terms
ICE === **ICE** (*Interactive Connectivity Establishment*) is a framework used by WebRTC (among other technologies) for connecting two peers, regardless of network topology (usually for audio and video chat). This protocol lets two peers find and establish a connection with one another even though they may both be using Network Address Translator (NAT) to share a global IP address with other devices on their respective local networks. The framework algorithm looks for the lowest-latency path for connecting the two peers, trying these options in order: 1. Direct UDP connection (In this caseβ€”and only this caseβ€”a STUN server is used to find the network-facing address of a peer) 2. Direct TCP connection, via the HTTP port 3. Direct TCP connection, via the HTTPS port 4. Indirect connection via a relay/TURN server (if a direct connection fails, e.g., if one peer is behind a firewall that blocks NAT traversal) See also -------- * WebRTC, the principal web-related protocol which uses ICE * WebRTC protocols * RFC 8445, the IETF specification for ICE * `RTCIceCandidate`, the interface representing an ICE candidate
Symmetric-key cryptography - MDN Web Docs Glossary: Definitions of Web-related terms
Symmetric-key cryptography ========================== Symmetric-key cryptography is a term used for cryptographic algorithms that use the same key for encryption and for decryption. The key is usually called a "symmetric key" or a "secret key". This is usually contrasted with public-key cryptography, in which keys are generated in pairs and the transformation made by one key can only be reversed using the other key. Symmetric-key algorithms should be secure when used properly and are highly efficient, so they can be used to encrypt large amounts of data without having a negative effect on performance. Most symmetric-key algorithms currently in use are block ciphers: this means that they encrypt data one block at a time. The size of each block is fixed and determined by the algorithm: for example AES uses 16-byte blocks. Block ciphers are always used with a *mode*, which specifies how to securely encrypt messages that are longer than the block size. For example, AES is a cipher, while CTR, CBC, and GCM are all modes. Using an inappropriate mode, or using a mode incorrectly, can completely undermine the security provided by the underlying cipher. See also -------- * MDN Web Docs Glossary + Block cipher mode of operation + Cryptography + Cryptographic hash function + Symmetric-key cryptography
Crawler - MDN Web Docs Glossary: Definitions of Web-related terms
Crawler ======= A web crawler is a program, often called a bot or robot, which systematically browses the Web to collect data from webpages. Typically search engines (e.g. Google, Bing, etc.) use crawlers to build indexes. See also -------- * Web crawler on Wikipedia * Search engine (Glossary)
Ink overflow - MDN Web Docs Glossary: Definitions of Web-related terms
Ink overflow ============ The **ink overflow** of a box refers to the part of the box and its contents that creates a visual effect outside of the box's border box. Being visual only, ink overflow does not affect layout as it has no impact on box model properties. Ink overflow is the overflow of painting effects such as box shadows, border images, text decoration, outlines, etc. that do not affect layout or otherwise extend the scrollable overflow area. Ink overflow is also the overhanging of glyphs, such as ascenders and descenders extending outside the em box. As replaced elements always establish an independent formatting context, any overflow of replaced content is always ink overflow (as opposed to scrollable overflow). See also -------- * CSS overflow module
Global scope - MDN Web Docs Glossary: Definitions of Web-related terms
Global scope ============ In a programming environment, the *global scope* is the scope that contains, and is visible in, all other scopes. In client-side JavaScript, the global scope is generally the web page inside which all the code is being executed. See also -------- * Introduction to variable scope in JavaScript * Scope on Wikipedia
Hash - MDN Web Docs Glossary: Definitions of Web-related terms
Hash ==== The hash function takes a variable-length message input and produces a fixed-length hash output. It is commonly in the form of a 128-bit "fingerprint" or "message digest". Hashes are very useful for cryptography β€” they ensure the integrity of transmitted data, and provide the basis for HMAC, which enables message authentication. See also -------- * Hash function on Wikipedia
Long task - MDN Web Docs Glossary: Definitions of Web-related terms
Long task ========= A **long task** is a task that takes more than 50ms to complete. It is an uninterrupted period where the main UI thread is busy for 50 ms or longer. Common examples include long running event handlers, expensive reflows and other re-renders, and work the browser does between different turns of the event loop that exceeds 50 ms. See also -------- * Long task API
Metadata - MDN Web Docs Glossary: Definitions of Web-related terms
Metadata ======== **Metadata** is β€” in its very simplest definition β€” data that describes data. For example, an HTML document is data, but HTML can also contain metadata in its `<head>` element that describes the document β€” for example who wrote it, and its summary. See also -------- * Learn: metadata * metadata on Wikipedia * The `<meta>` element on MDN
Data structure - MDN Web Docs Glossary: Definitions of Web-related terms
Data structure ============== **Data structure** is a particular way of organizing *data* so that it can be used efficiently. See also -------- * Data structure on Wikipedia
Control flow - MDN Web Docs Glossary: Definitions of Web-related terms
Control flow ============ The *control flow* is the order in which the computer executes statements in a script. Code is run in order from the first line in the file to the last line, unless the computer runs across the (extremely frequent) structures that change the control flow, such as conditionals and loops. For example, imagine a script used to validate user data from a webpage form. The script submits validated data, but if the user, say, leaves a required field empty, the script prompts them to fill it in. To do this, the script uses a conditional structure or `if...else`, so that different code executes depending on whether the form is complete or not: ```js if (isEmpty(field)) { promptUser(); } else { submitForm(); } ``` A typical script in JavaScript or PHP (and the like) includes many control structures, including conditionals, loops and functions. Parts of a script may also be set to execute when events occur. For example, the above excerpt might be inside a function that runs when the user clicks the **Submit** button for the form. The function could also include a loop, which iterates through all of the fields in the form, checking each one in turn. Looking back at the code in the `if` and `else` sections, the lines `promptUser` and `submitForm` could also be calls to other functions in the script. As you can see, control structures can dictate complex flows of processing even with only a few lines of code. Control flow means that when you read a script, you must not only read from start to finish but also look at program structure and how it affects order of execution. See also -------- * Control flow on Wikipedia * JavaScript Reference - Control flow on MDN * Statements (Control flow) on MDN
Git - MDN Web Docs Glossary: Definitions of Web-related terms
Git === **Git** is a free, open-source, distributed Source Code Management (SCM) system. It facilitates handling code bases with distributed development teams. What sets it apart from previous SCM systems is the ability to do common operations (branching, committing, etc.) on your local development machine, without having to change the master repository or even having write access to it. See also -------- * Official website with documentation * GitHub, a Git-based graphical project host
Web performance - MDN Web Docs Glossary: Definitions of Web-related terms
Web performance =============== **Web performance** is the objective time from when a request for content is made until the requested content is displayed in the user's browser, objective render times, and the subjective user experience of load time and runtime. Objectively, it is measurable time, in milliseconds, it takes for the web page or web application to be downloaded, painted in the user's web browser, and become responsive and interactive. It is the frames per second and times the main thread is not available for user interactions. Subjectively, it is the user's perception of whether the time it takes between the time the user requests the content and the time until the user feels the content requested is available and usable *feels* slow or fast. See also -------- * Learn about web performance * Perceived performance
Continuous Media - MDN Web Docs Glossary: Definitions of Web-related terms
Continuous Media ================ Continuous media is data where there is a timing relationship between source and destination. The most common examples of continuous media are audio and motion video. Continuous media can be real-time (interactive), where there is a "tight" timing relationship between source and sink, or streaming (playback), where the relationship is less strict. CSS can be used in a variety of contexts, including print media. And some CSS, particularly those that are used for layout, behave differently depending on the context they are in. Continuous Media, therefore, identifies a context where the content is not broken up. It flows continuously. Web content displayed on a screen is continuous media, as is spoken content.
Media (Audio-visual presentation) - MDN Web Docs Glossary: Definitions of Web-related terms
Media (Audio-visual presentation) ================================= The term **media** (more accurately, **multimedia**) refers to audio, video, or combined audio-visual material such as music, recorded speech, movies, TV shows, or any other form of content that is presented over a period of time. More broadly, media may include still images such as photographs or other still images. Media content can be recorded, played back, presented, and at times interacted with in various ways. See also -------- * Multimedia on Wikipedia * Web media technologies: a guide to all the ways media can be used in web content * Multimedia and Embedding in the MDN learning area * `<audio>` and `<video>` elements, used to present media in HTML documents
Media (CSS) - MDN Web Docs Glossary: Definitions of Web-related terms
Media (CSS) =========== In the context of CSS (Cascading Style Sheets), the term ***media*** refers to the destination to which the document is to be drawn by the rendering engine. Typically, this is a screenβ€”but it may also be a printer, Braille display, or another type of device. CSS offers several features that allow you to tweak your document's stylesβ€”or even offer different stylesβ€”according to the media **type** (such as screen or print, to name two) or media **capabilities** (such as width, resolution, or other values) of the viewer's device. See also -------- * Using media queries * Media queries * `@media` at-rule: Conditionally apply part of a stylesheet, based on the result of a media query. * `Window.matchMedia()`: Test the viewing device against a media query
Boolean attribute (HTML) - MDN Web Docs Glossary: Definitions of Web-related terms
Boolean attribute (HTML) ======================== A **boolean attribute** in HTML is an attribute that represents `true` or `false` values. If an HTML tag contains a boolean attribute - no matter the value of that attribute - the attribute is set to `true` on that element. If an HTML tag does not contain the attribute, the attribute is set to `false`. If the attribute is present, it can have one of the following values: * no value at all, e.g. `attribute` * the empty string, e.g. `attribute=""` * attribute's name itself, with no leading or trailing whitespace, e.g. `attribute="attribute"` **Note:** The strings "true" and "false" are invalid values. To set the attribute to `false`, the attribute should not be present in the element tag. Though modern browsers treat *any* string value as `true`, you should not rely on that behavior. Here's an example of a HTML boolean attribute `checked`: ```html <!-- The following checkboxes will be checked on initial rendering --> <input type="checkbox" checked /> <input type="checkbox" checked="" /> <input type="checkbox" checked="checked" /> <!-- The following checkbox will not be checked on initial rendering --> <input type="checkbox" /> ``` See also -------- * Enumerated
Boolean (JavaScript) - MDN Web Docs Glossary: Definitions of Web-related terms
Boolean (JavaScript) ==================== A **Boolean** in JavaScript is a primitive value that can be either `true` or `false`. A `Boolean` object is a wrapper around a Boolean primitive. See also -------- * The JavaScript global object * JavaScript data types and data structures
Boolean attribute (ARIA) - MDN Web Docs Glossary: Definitions of Web-related terms
Boolean attribute (ARIA) ======================== A **boolean attribute** in ARIA is an enumerated attribute that includes `true` or `false` in the enumerated list. In ARIA, booleans only come in the form of strings `"true"` and `"false"`. See also -------- * Enumerated that contains more behavioral details and examples of ARIA boolean attributes
Block (scripting) - MDN Web Docs Glossary: Definitions of Web-related terms
Block (scripting) ================= In JavaScript, a block is a collection of related statements enclosed in braces ("{}"). For example, you can put a block of statements after an `if (condition)` block, indicating that the interpreter should run the code inside the block if the condition is true, or skip the whole block if the condition is false. See also -------- * JavaScript block statement
Block (CSS) - MDN Web Docs Glossary: Definitions of Web-related terms
Block (CSS) =========== A **block** on a webpage is an HTML element that appears on a new line, i.e. underneath the preceding element in a horizontal writing mode, and above the following element (commonly known as a *block-level element*). For example, `<p>` is by default a block-level element, whereas `<a>` is an *inline element* β€” you can put several links next to one another in your HTML source and they will sit on the same line as one another in the rendered output. Using the `display` property you can change whether an element displays inline or as a block (among many other options); **blocks** are also subject to the effects of positioning schemes and use of the `position` property. See also -------- * Visual formatting model
Property (CSS) - MDN Web Docs Glossary: Definitions of Web-related terms
Property (CSS) ============== A **CSS property** is a characteristic (like color) whose associated value defines one aspect of how the browser should display the element. Here's an example of a CSS rule: ```css /\* "div" is a selector indicating that all the div elements \*/ /\* in the document will be styled by that rule \*/ div { /\* The property "color" with the value "black" indicates \*/ /\* that the text will have the color black \*/ color: black; /\* The property "background-color" with the value "white" indicates \*/ /\* that the background color of the elements will be white \*/ background-color: white; } ``` See also -------- * Learn CSS * The CSS reference on MDN * The CSS Working Group current work
Property (JavaScript) - MDN Web Docs Glossary: Definitions of Web-related terms
Property (JavaScript) ===================== A **JavaScript property** is a member of an object that associates a key with a value. A JavaScript object is a data structure that stores a collection of properties. A property consists of the following parts: * A *name* (also called a *key*), which is either a string or a symbol. * A *value*, which can be any JavaScript value. A property that has a function as its value may also be called a method. * Some *attributes*, which specify how the property can be read and written. A property may have the `configurable`, `enumerable`, and `writable` attributes. Accessor properties do not have an actual "value". The value is represented indirectly through a pair of functions, one (the getter) invoked when reading the value and one (the setter) invoked when setting the value. However, accessor properties behave like regular data properties on the surface, because the getter and setter functions are invoked automatically and are typically transparent to JavaScript code. The property's value (including the getter and setter) and its attributes are stored in a data record called the *property descriptor*. Many methods, such as `Object.getOwnPropertyDescriptor()` and `Object.defineProperty()`, work with property descriptors. The term *property* itself does not correspond to any JavaScript value β€” it's an abstract concept. For example, in the following code: ```js const obj = { a: 1, b() {}, }; ``` The object `obj` has two properties. The first one has `"a"` as the key and `1` as the value. The second one has `"b"` as the key and a function as the value (using the method syntax). The `"a"` – `1`, `"b"` – `function` associations are the properties of the object. In the context of classes, properties can be divided into *instance properties*, which are owned by each instance, and *static properties*, which are owned by the class and hold data common to all instances. In the context of inheritance, properties can also be divided into *own properties*, which are owned by the object itself, and *inherited properties*, which are owned by objects in the prototype chain of the object. For more information about reading and writing properties, see working with objects. See also -------- * Property (programming) on Wikipedia * Introduction to object-oriented JavaScript * Object properties * Enumerability and ownership of properties
Baseline (typography) - MDN Web Docs Glossary: Definitions of Web-related terms
Baseline (typography) ===================== The **baseline** is a term used in European and West Asian typography meaning an imaginary line upon which the characters of a font rest. See also -------- * Baseline on Wikipedia * CSS Box Alignment on MDN
Baseline (compatibility) - MDN Web Docs Glossary: Definitions of Web-related terms
Baseline (compatibility) ======================== **Baseline** identifies web platform features that work across browsers. Baseline helps you decide when to use a feature by telling you when it is less likely to cause compatibility problems for your site's visitors. A Baseline feature - such as an API, a set of CSS properties, or a JavaScript syntax - works consistently across several well-known and widely-used desktop and mobile browsers, including Chrome, Edge, Firefox, and Safari. Baseline features are described as either newly available in current stable browsers or widely available with continuous support over time. Badges ------ ![Green widget with the checkmark: Baseline, widely available. Four browsers logos, all with checkmarks.](/en-US/docs/Glossary/Baseline/Compatibility/high.png) If you see a **widely available** Baseline badge, then you can trust that the feature has a consistent history of support in each of the Baseline browsers. A widely available feature has been in multiple browsers for years. It works with many browsers and devices, even ones that aren't yet up to date with the latest browser releases. ![Blue widget with the checkmark: Baseline 2022, newly available. Four browsers' logos, all with checkmarks.](/en-US/docs/Glossary/Baseline/Compatibility/limited.png) If you see a **newly available** Baseline badge, then you can trust that the feature works in at least the latest stable version of each of the Baseline browsers and often more. A newly available feature works in the latest browsers, but may not work with older browsers and devices. Consider your site's audience carefully before using a newly available feature. ![Grey widget with the cross: limited availability. Four browsers' logos, two with checkmarks, two with crosses.](/en-US/docs/Glossary/Baseline/Compatibility/low.png) If you see a **limited availability** badge, then that feature is *not* Baseline. Do more research and testing with your site's users before relying on that feature, or wait for it to become Baseline. Browser set ----------- Baseline tracks availability with the following browsers: * Apple Safari (iOS) * Apple Safari (macOS) * Google Chrome (Android) * Google Chrome (desktop) * Microsoft Edge (desktop) * Mozilla Firefox (Android) * Mozilla Firefox (desktop) Extra considerations -------------------- Baseline is a summary guide to support and doesn't cover every situation. If your site needs to work with an older device or browser release, or a browser not covered by the Baseline status, then you may need to do your own research or testing. If Baseline doesn't cover your situation, then consider reading browser compatibility tables on MDN or visiting caniuse.com before committing to a feature. Contributing ------------ Baseline is a community effort of the W3C WebDX Community Group and relies on MDN's open source browser compatibility data. If you have questions, feedback, or want to help update and expand the features covered by Baseline status reports, then go to web-platform-dx/web-features to participate. See also -------- * Cross browser testing * web-platform-dx/web-features repository * W3C WebDX Community Group * mdn/browser-compat-data repository
Node (networking) - MDN Web Docs Glossary: Definitions of Web-related terms
Node (networking) ================= In networking, a **node** is a connection point in the network. In physical networks, a node is usually a device, like a computer or a router. See also -------- * Node on Wikipedia
Node (DOM) - MDN Web Docs Glossary: Definitions of Web-related terms
Node (DOM) ========== In the context of the DOM, a **node** is a single point in the node tree. Various things that are nodes are the document itself, elements, text, and comments. See also -------- * The node tree WHATWG spec * Node objects
DSL (Digital Subscriber Line) - MDN Web Docs Glossary: Definitions of Web-related terms
DSL (Digital Subscriber Line) ============================= **DSL (Digital Subscriber Line)** is a type of broadband internet connection that sends wired data transmissions over telephone lines. The download and upload rates don't need to be the same. In such cases, the line is said to be *asymmetrical* and the ADSL abbreviation is used. Contrast with cable, fiber optic, or dial-up connections. See also -------- * Digital subscriber line on Wikipedia
DSL (Domain-Specific Language) - MDN Web Docs Glossary: Definitions of Web-related terms
DSL (Domain-Specific Language) ============================== A **Domain-Specific Language (DSL)** is a type of computer language of limited scope, designed to address a particular problem within an application domain. Contrast DSLs with *general-purpose languages (GPLs)*, which are designed to address various problems across domains. See also -------- * Domain-specific language on Wikipedia * DSL Guide on martinfowler.com
Safe (HTTP Methods) - MDN Web Docs Glossary: Definitions of Web-related terms
Safe (HTTP Methods) =================== An HTTP method is **safe** if it doesn't alter the state of the server. In other words, a method is safe if it leads to a read-only operation. Several common HTTP methods are safe: `GET`, `HEAD`, or `OPTIONS`. All safe methods are also idempotent, but not all idempotent methods are safe. For example, `PUT` and `DELETE` are both idempotent but unsafe. Even if safe methods have a read-only semantic, servers can alter their state: e.g. they can log or keep statistics. What is important here is that by calling a safe method, the client doesn't request any server change itself, and therefore won't create an unnecessary load or burden for the server. Browsers can call safe methods without fearing to cause any harm to the server; this allows them to perform activities like pre-fetching without risk. Web crawlers also rely on calling safe methods. Safe methods don't need to serve static files only; a server can generate an answer to a safe method on-the-fly, as long as the generating script guarantees safety: it should not trigger external effects, like triggering an order in an e-commerce website. It is the responsibility of the application on the server to implement the safe semantic correctly, the web server itself, being Apache, Nginx or IIS, can't enforce it by itself. In particular, an application should not allow `GET` requests to alter its state. A call to a safe method, not changing the state of the server: ```http GET /pageX.html HTTP/1.1 ``` A call to a non-safe method, that may change the state of the server: ```http POST /pageX.html HTTP/1.1 ``` A call to an idempotent but non-safe method: ```http DELETE /idX/delete HTTP/1.1 ``` See also -------- * Definition of safe in the HTTP specification. * Description of common safe methods: `GET`, `HEAD`, `OPTIONS` * Description of common unsafe methods: `PUT`, `DELETE`, `POST`
Signature (functions) - MDN Web Docs Glossary: Definitions of Web-related terms
Signature (functions) ===================== A **function signature** (or *type* signature, or *method* signature) defines input and output of functions or methods. A signature can include: * parameters and their types * a return value and type * exceptions that might be thrown or passed back * information about the availability of the method in an object-oriented program (such as the keywords `public`, `static`, or `prototype`). In depth -------- ### Signatures in JavaScript JavaScript is a *loosely typed* or a *dynamic* language. That means you don't have to declare the type of a variable ahead of time. The type will get determined automatically while the program is being processed. A signature in JavaScript can still give you some information about the method: ```js MyObject.prototype.myFunction(value); ``` * The method is installed on an object called `MyObject`. * The method is installed on the `prototype` of `MyObject` (thus it is an instance method) as opposed to being a static method. * The name of the method is `myFunction`. * The method accepts one parameter, which is called `value` and is not further defined. ### Signatures in Java In Java, signatures are used to identify methods and classes at the level of the virtual machine code. You have to declare types of variables in your code in order to be able to run the Java code. Java is *strictly typed* and will check any parameters at compilation time if they are correct. ```java public static void main(String[] args) ``` * The `public` keyword is an access modifier and indicates that this method can be called by any object. * The `static` keyword indicates that this method is a class method as opposed to being an instance method. * The `void` keyword indicates that this method has no return value. * The name of the method is `main`. * The method accepts one parameter of type String Array. It is named `args`. See also -------- * Java internal type signatures on Wikipedia
Signature (security) - MDN Web Docs Glossary: Definitions of Web-related terms
Signature (security) ==================== A **signature**, or *digital signature*, is a protocol showing that a message is authentic. From the hash of a given message, the **signing process** first generates a digital signature linked to the signing entity, using the entity's private key. On receiving the message, the **verification process** * *authenticates the sender -* uses the sender's public key to decrypt the signature and recover the hash, which can only be created with the sender's private key, and * *checks message integrity -* compares the hash with a newly calculated one from the received document (the two hashes will differ if the document has been tampered with) The system fails if the private key is compromised or the recipient is deceitfully given the wrong public key. Digital signatures rely on asymmetric cryptography, also known as public-key cryptography. See also -------- * Digital signature on Wikipedia * See digest, encryption
Common questions - Learn web development
Common questions ================ This section of the Learning Area is designed to provide answers to common questions that may come up, which are not necessarily part of the structured core learning pathways (e.g. the HTML or CSS learning articles.) These articles are designed to work on their own. * HTML questions * CSS questions * JavaScript questions * Web mechanics * Tools and setup * Design and accessibility
Web performance - Learn web development
Web performance =============== Building websites requires HTML, CSS, and JavaScript. To build websites and applications people want to use, which attract and retain users, you need to create a good user experience. Part of good user experience is ensuring the content is quick to load and responsive to user interaction. This is known as **web performance**, and in this module you'll focus on the fundamentals of how to create performant websites. The rest of our beginner's learning material tried to stick to web best practices such as performance and accessibility as much as possible, however, it is good to focus specifically on such topics too, and make sure you are familiar with them. Learning pathway ---------------- While knowing HTML, CSS, and JavaScript is needed for implementing many web performance improvement recommendations, knowing how to build applications is not a necessary pre-condition for understanding and measuring web performance. We do however recommend that before you work through this module, you at least get a basic idea of web development by working through our Getting started with the web module. It would also be helpful to go a bit deeper into these topics, with modules such as: * Introduction to HTML * CSS first steps * JavaScript first steps Once you've worked through this module, you'll probably be excited to go deeper into web performance β€” you can find a lot of further teachings in our main MDN Web performance section, including overviews of performance APIs, testing and analysis tools, and performance bottleneck gotchas. Guides ------ This topic contains the following guides. The following is a suggested order for working through them; you should definitely start with the first one. The "why" of web performance This article discusses why web performance is important for accessibility, user experience and your business goals. What is web performance? You know web performance is important, but what constitutes web performance? This article introduces the components of performance, from web page loading and rendering, including how your content makes it into your users' browser to be viewed, to what groups of people we need to consider when thinking about performance. How do users perceive performance? More important than how fast your website is in milliseconds, is how fast your users perceive your site to be. These perceptions are impacted by actual page load time, idling, responsiveness to user interaction, and the smoothness of scrolling and other animations. In this article, we discuss the various loading metrics, animation, and responsiveness metrics, along with best practices to improve user perception, if not the actual timings. Measuring performance Now that you understand a few performance metrics, we take a deeper dive into performance tools, metrics, and APIs and how we can make performance part of the web development workflow. Multimedia: images The lowest hanging fruit of web performance is often media optimization. Serving different media files based on each user agent's capability, size, and pixel density is possible. In this article we discuss the impact images have on performance, and the methods to reduce the number of bytes sent per image. Multimedia: video The lowest hanging fruit of web performance is often media optimization. In this article we discuss the impact video content has on performance, and cover tips like removing audio tracks from background videos can improve performance. JavaScript performance optimization JavaScript, when used properly, can allow for interactive and immersive web experiences β€” or it can significantly harm download time, render time, in-app performance, battery life, and user experience. This article outlines some JavaScript best practices that should be considered to ensure even complex content is as performant as possible. HTML performance optimization Some attributes and the source order of your markup can impact the performance or your website. By minimizing the number of DOM nodes, making sure the best order and attributes are used for including content such as styles, scripts, media, and third-party scripts, you can drastically improve the user experience. This article looks in detail at how HTML can be used to ensure maximum performance. CSS performance optimization CSS may be a less important optimization focus for improved performance, but there are some CSS features that impact performance more than others. In this article we look at some CSS properties that impact performance and suggested ways of handling styles to ensure performance is not negatively impacted. Fonts and performance A look at whether you need to include external fonts and, if you do, how to include the fonts your design requires with the least impact on your sites performance. Mobile performance With web access on mobile devices being so popular, and all mobile platforms having fully-fledged web browsers, but possibly limited bandwidth, CPU and battery life, it is important to consider the performance of your web content on these platforms. This article looks at mobile-specific performance considerations. The business case for web performance There are many things a developer can do to improve performance, but how fast is fast enough? How can you convince powers that be of the importance of these efforts? Once optimized, how can you ensure bloat doesn't come back? In this article we look at convincing management, developing a performance culture and performance budget, and introduce ways to ensure regressions don't sneak into your code base. See also -------- Web performance resources In addition to the front end components of HTML, CSS, JavaScript, and media files, there are features that can make applications slower and features that can make applications subjectively and objectively faster. There are many APIs, developer tools, best practices, and bad practices relating to web performance. Here we'll introduce many of these features at the basic level and provide links to deeper dives to improve performance for each topic. Responsive images In this article, we'll learn about the concept of responsive images β€” images that work well on devices with widely differing screen sizes, resolutions, and other such features β€” and look at what tools HTML provides to help implement them. This helps to improve performance across different devices. Responsive images are just one part of responsive design, a future CSS topic for you to learn. Main web performance section on MDN Our main web performance section β€” here you'll find much more detail on web performance including overviews of performance APIs, testing and analysis tools, and performance bottleneck gotchas.
Accessibility - Learn web development
Accessibility ============= Learning some HTML, CSS, and JavaScript is useful if you want to become a web developer. Beyond mechanical use, it's important to learn how to use these technologies **responsibly** so that all readers might use your creations on the web. To help you achieve this, this module will cover general best practices (which are demonstrated throughout the HTML, CSS, and JavaScript topics), cross browser testing, and some tips on enforcing accessibility from the start. We'll cover accessibility in special detail. Overview -------- When someone describes a site as "accessible", they mean that any user can use all its features and content, regardless of how the user accesses the web β€” even and especially users with physical or mental impairments. * Sites should be accessible to keyboard, mouse, and touch screen users, and any other way users access the web, including screen readers and voice assistants like Alexa and Google Home. * Applications should be understandable and usable by people regardless of auditory, visual, physical, or cognitive abilities. * Sites should also not cause harm: web features like motion can cause migraines or epileptic seizures. **By default, HTML is accessible, if used correctly.** Web accessibility involves ensuring that content remains accessible, regardless of who and how the web is accessed. The Firefox Accessibility Inspector is a very useful tool for checking out accessibility issues on web pages. The following video provides a nice introduction to it: #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- To get the most out of this module, it would be a good idea to either work through at least the first two modules of the HTML, CSS, and JavaScript topics, or perhaps even better, work through the relevant parts of the accessibility module as you work through the related technology topics. **Note:** If you are working on a computer/tablet/other devices where you don't have the ability to create your own files, you can try out most of the code examples in an online coding program such as JSBin or Glitch. Guides ------ What is accessibility? This article starts off the module with a good look at what accessibility is β€” this includes what groups of people we need to consider and why, what tools different people use to interact with the web, and how we can make accessibility part of our web development workflow. HTML: A good basis for accessibility A great deal of web content can be made accessible just by making sure the correct HTML elements are always used for the correct purpose. This article looks in detail at how HTML can be used to ensure maximum accessibility. CSS and JavaScript accessibility best practices CSS and JavaScript, when used properly, also have the potential to allow for accessible web experiences, but if misused they can significantly harm accessibility. This article outlines some CSS and JavaScript best practices that should be considered to ensure that even complex content is as accessible as possible. WAI-ARIA basics Following on from the previous article, sometimes making complex UI controls that involve unsemantic HTML and dynamic JavaScript-updated content can be difficult. WAI-ARIA is a technology that can help with such problems by adding in further semantics that browsers and assistive technologies can recognize and use to let users know what is going on. Here we'll show how to use it at a basic level to improve accessibility. Accessible multimedia Another category of content that can create accessibility problems is multimedia β€” video, audio, and image content need to be given proper textual alternatives, so they can be understood by assistive technologies and their users. This article shows how. Mobile accessibility With web access on mobile devices being so popular, and popular platforms such as iOS and Android having fully-fledged accessibility tools, it is important to consider the accessibility of your web content on these platforms. This article looks at mobile-specific accessibility considerations. Assessments ----------- Accessibility troubleshooting In the assessment for this module, we present to you a simple site with several accessibility issues that you need to diagnose and fix. See also -------- * Start Building Accessible Web Applications Today β€” an excellent series of video tutorials by Marcy Sutton. * Deque University resources β€” includes code examples, screen reader references, and other useful resources. * WebAIM resources β€” includes guides, checklists, tools, and more. * Web Accessibility Evaluation Tools List β€” includes a list of web accessibility evaluation tools.
Tools and testing - Learn web development
Tools and testing ================= Once you've started to become comfortable programming with core web technologies (like HTML, CSS, and JavaScript), and you start to get more experience, read more resources, and learn more tips and tricks, you'll start to come across all kind of tools, from JavaScript frameworks, to testing and automation tools, and more besides. As your web projects become larger and more complex, you'll want to start taking advantage of some of these tools, working out a reliable toolchain to give your development process superpowers. On top of that, we still need to keep cross-browser support in the forefront of our minds, and make sure that our code follows best practices that allow our projects to work across different browsers and devices that our users are using to browse the Web, and be usable by people with disabilities. Working out what tools you should be using can be a difficult process, so we have written this set of articles to inform you of what types of tool are available, what they can do for you, and how to make use of the current industry favorites. **Note:** We have referenced a number of tools in this topic, not because we endorse them or think they are the best, but because we know they work and have good industry support. In most cases there are other tools available, old ones will go out of fashion, and new ones will no doubt appear. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- You should really learn the basics of the core HTML, CSS, and JavaScript languages first before attempting to use many of the tools detailed here. For example, you'll need to know the fundamentals of these languages before you start debugging problems in complex web code, making effective use of JavaScript frameworks, or writing tests and running them against your code using test runners. In addition, you should start with the first module in this topic, which gives a useful overview of the general area. Modules ------- Understanding client-side web development tools Client-side tooling can be intimidating, but this series of articles aims to illustrate the purpose of some of the most common client-side tool types, explain the tools you can chain together, how to install them using package managers, and control them using the command line. We finish up by providing a complete toolchain example showing you how to get productive. Understanding client-side JavaScript frameworks JavaScript frameworks are an essential part of modern front-end web development, providing developers with tried and tested tools for building scalable, interactive web applications. Many modern companies use frameworks as a standard part of their tooling, so many front-end development jobs now require framework experience. This module gives you some fundamental background knowledge about how client-side frameworks work and how they fit into your toolset, before moving on to tutorial series covering some of today's most popular ones. Git and GitHub All developers will use some kind of **version control system** (**VCS**), a tool to allow them to collaborate with other developers on a project without danger of them overwriting each other's work, and roll back to previous versions of the code base if a problem is discovered later on. The most popular VCS (at least among web developers) is **Git**, along with **GitHub**, a site that provides hosting for your repositories and several tools for working with them. This module aims to teach you what you need to know about both of them. Cross browser testing This module looks specifically at the area of testing web projects across different browsers. Here we look at identifying your target audience (e.g. what users, browsers and devices do you most need to worry about?), how to go about testing, the main issues that you'll face with different types of code and how to fix/mitigate those, what tools are most useful in helping you test and fix problems, and how to use automation to speed up testing.
Learning and getting help - Learn web development
Learning and getting help ========================= It is great that you are putting some time into learning a new set of skills, but there are good practices to employ that will make your learning more effective. There also are times when you'll get stuck and feel frustrated β€” even professional web developers feel like this regularly β€” and it pays to know about the most effective ways to try and get help so you can progress in your work. This article provides some hints and tips in both of these areas that will help you get more out of learning web development, as well as further reading so you can find out more information about each sub-topic should you wish. Effective learning ------------------ Let's move straight on and think about effective learning. ### Different learning methods It is interesting to consider that there are two main ways in which your brain learns things β€” **focused** and **diffuse** learning: * Focused learning is what you might more traditionally associate with academic subjects. You concentrate deeply on a low-level topic and solving the specific problems that it brings. You are focused on a narrow area. * Diffuse learning is more to do with high-level thinking around a wider area. You let your mind wander more widely, and seemingly make random connections between different things. This is more the kind of thinking you do while you are in the shower, or during a coffee break. From the studies that neuroscientists have done on brain activity, we have found out that you can't really engage in both ways of learning β€” or thinking β€” at once. So which one should you choose? You might think that focused learning is better for studying, but in reality, **both** are very important. Focused thinking is great for concentrating hard on specific subjects, getting into deep problem-solving, and improving your mastery of the techniques required β€” strengthening the neural pathways in your brain where that information is stored. It isn't however very good at getting an understanding of "the big picture", and unlocking new neural pathways when you are trying to understand new subjects or solve new problems that you haven't come across before. For that, you need diffuse thinking. This is the opposite of focus β€” you let your brain wander around the wider landscape, searching around for connections you didn't have before, touching on new things (or new combinations of things) that you can then focus on later, to strengthen them and start to really understand what they mean. This is why it is usually good to read some introductory material first to get a high-level understanding of an area before you leap into the specific details. It is also why you can sometimes get really stuck on a problem, but then figure out the answer when you go for a coffee break (or a walk). You might: 1. Know how to fix problem A with tool A. 2. Know how to fix problem B with tool B. 3. Not know how to fix problem C. Let's say you focus on problem C for a while and get frustrated because you can't think how to solve it. But then after going on a walk to get some fresh air, you may well find that as your mind wanders, you suddenly make a connection between tool A and tool B, and realize that you can use them together to fix problem C! It isn't always this simple, but it is also surprising how many times this does happen. This also highlights the importance of taking regular breaks when you are studying in front of the computer. ### Different learning materials It is also worth looking at the different types of learning materials that are available, to see which ones are most effective for you to learn with. #### Textual articles You'll find a lot of written articles on the web to teach you about web design. Like most of this course, for example. Some of the articles will be tutorials, to teach you a certain technique or important concept (such as "learn how to create a video player" or "Learn the CSS box model"), and some of the articles will be reference material, to allow you to look up details you may have forgotten (such as "what is the syntax of the CSS `background` property"?) MDN Web Docs is very good for both types β€” the area you are currently in is great for learning techniques and concepts, and we also have several giant reference sections allowing you to look up any syntax you can't remember. There are also several other great resources on the web, some of which we'll mention below. **Note:** The above text should have given you an important fact β€” you aren't expected to remember everything! Professional web developers use tools like MDN Web Docs to look up things they have forgotten all the time. As you'll discover, learning web development is more about problem-solving and learning patterns than it is about learning lots of syntaxes. #### Videos There are also a number of sites that have video learning content on them. YouTube is an obvious one, with channels such as Mozilla Layout Land, MozillaDeveloper, and Google ChromeDevelopers providing many useful videos. Many people prefer textual articles for more in-depth learning and reference material, and videos for quick explanations of concepts and new features, but it is really up to you what you prefer to learn from. There is no right and wrong answer here. #### Interactive code playgrounds You might be the kind of person that prefers minimal instructions and would prefer to jump straight in and start playing with code. This is also a reasonable approach, and some learning sites tend to favor it. Codecademy for example is a learning site where the tutorials mainly consist of interactive code editors where you have to directly write code and see if the desired result was achieved. Many MDN Web docs reference pages provide interactive examples too, where you can alter the code and see how the live result changes. And there is also nothing wrong with creating your own code examples on your computer, or in an online code editor like JSBin, Codepen, or Glitch. In fact, you'll be called to do so as part of this course when you are learning! **Note:** Online code editors are also really useful for sharing code you've written, for example, if you are collaborating on learning with someone else who isn't in the same location, or are sending it to someone to ask for help with it. You can share the web address of the example with them so they can see it. **Note:** You might favor one learning method over the others, but realistically a hybrid approach is probably what you will end up with. And you'll probably come up with other methods than the three we covered above. ### Making a plan It is a good idea to create a plan to help you achieve what you want to achieve through your learning. #### A goal statement It sounds silly, but why not start with a single sentence that says what you want to achieve? The following have different scopes, but are all realistic and achievable: * I want to become a professional web developer in two years' time. * I want to learn enough to build a website for my local amateur tennis club. * I want to learn HTML and CSS so I can expand my job role to take over updating the content on our company website. The following are not quite as reasonable: * I want to go from a complete beginner to becoming a senior web developer in three months. * I want to start my own company and build a social network that will out-perform Facebook, in two years. #### What do you need to get there? Once you've worked out your goal, it is a good idea to research what you'll need to achieve the goal. For example: Materials I need: * A computer * Internet access * Pens and paper Knowledge I need: * How to use HTML, CSS, JavaScript, and associated tools and best practices to build websites and web applications (we can definitely help you with this one!). * How to get a domain, hosting, and use them to put a website or application online. * How to run a small business. * How to advertise my business and attract clients. #### How much time and money will it take? Estimate the time and cost of getting these things. If you'll need to work to earn money to buy the materials required, then the time to do that will have to be factored in. Once you have a time estimate, you can start to build a plan around your life. #### How many hours per week do I need to dedicate? Once you know what you need to do and how long you think it'll take, you can start writing out a plan to achieve your goal. It can be as simple as: "It'll take me 500 hours to learn what I need to know, and I have a year to do it. If I assume 2 weeks of holiday, I'll need to do work on this for 10 hours per week. I am free on evenings and weekends, so I'll plan my time around those." How much time you can spend on this of course depends on what your circumstances are. If you are at school, then you've got way more free time than if you have a job and children to provide for. It is still possible to achieve your goals, but you have to be realistic about how quickly you can do it. If you are doing a university or college course to learn web development, then most of this planning is done for you β€” lucky you! When you have worked out a weekly schedule then you should keep a record of what you manage to do each week in a simple spreadsheet or even in a notebook! Also, it might be a good idea to have some sub-goals worked out to allow you to keep track of where you are more easily. For example: * HTML and CSS basics learned by summer * JavaScript basics learned by December * Example website project built by next April * etc. Keep thinking about how much progress you are making, and adjust your plan if needs be. ### Staying motivated It is hard to stay motivated, especially if you are trying to learn a complex skill like programming or web development. What follows are some tips to stay motivated and keep working: * **Try to make your work environment as productive as possible**. Get a comfortable desk and chair to work in, make sure you have enough light to see what you are doing, and try to include things that help you concentrate (e.g. mellow music, fragrances, whatever else you need). Don't try to work in a room with distractions β€” for example a television on, with your friends watching football! Also, leave your mobile phone out of the room β€” most people are distracted by their phone a lot, so you should leave it somewhere else. * **Take regular breaks**. It is not good for your motivation to keep working away for hours with no break, especially if you are finding it hard or getting stuck on a problem. That just leads to frustration. It is often better to take a break, move around for a bit, then relax with a drink before getting back to work. And as we said earlier, the diffuse learning you do during that time can often help you to figure out a solution to the problem you were facing. It is also physically bad to work for too long without a break; looking at a monitor for too long can hurt your eyes, and sitting still for too long can be bad for your back or legs. We'd recommend taking a 15-minute break every hour to 90 minutes. * **Eat, exercise, and sleep**. Eat healthily, get regular exercise, and make sure you get enough sleep. This sounds obvious, but it is easy to forget when you get really into coding. Factor these essential ingredients into your schedule, and make sure you are not scheduling more learning time instead of these things. * **Give yourself rewards**. It's true that *all work and no play makes Jack a dull boy*. You should try to schedule fun things to do after each learning session, which you'll only have when the learning is over and complete. If you are really into gaming, for example, there is something quite motivating about saying "no gaming tonight unless I get through my 5 hours of learning". Now all you need is willpower. Good luck! * **Co-learning and demoing**. This won't be an option for everyone, but if at all possible try to learn alongside others. Again, this is easier if you are doing a college course on web development, but perhaps you could convince a friend to learn along with you, or find a local meetup or skill-sharing group? It is really useful and motivating to have someone to discuss ideas with and ask for help, and you should also take time to demo your work. Those shouts of appreciation will spur you on. ### Effective problem-solving There is no one effective way to solve all problems (and learn all things) associated with web design and development, but there are some general bits of advice that will serve you well in most cases. #### Break things down into chunks For a start, when you are trying to implement something specific and it seems really hard to get your head around, you should try to break it down into multiple smaller problems or chunks. For example, if you are looking at a task of "Build a simple two-column website", you could break it down as follows: * Create the HTML structure * Work out basic site typography * Work out a basic color scheme * Implement a high-level layout β€” header, horizontal navigation menu, main content area with main and side columns, and footer * Implement a horizontal navigation menu * etc. Then you could break it down further. For example, "Implement horizontal navigation menu" could be written out as: * Make a list of menu items that sit horizontally in a line. * Remove unneeded defaults, like list spacing and bullet points. * Style hover/focus/active states of menu items appropriately. * Make the menu items equally spaced along the line. * Give the menu items enough vertical spacing. * Make sure the text is centered inside each menu item * etc. Each of these problems doesn't seem nearly as difficult to solve as the one big problem you had initially. Now you've just got to go through and solve them all! #### Learn and recognize the patterns As we said before, web design/programming is mostly about problem-solving and patterns. Once you have written out what you'll need to do to solve a specific problem, you can start to figure out what technology features to use to solve it. For example, professional web developers have created lots of horizontal navigation menus, so they'll immediately start thinking of a solution like this: A nav menu is usually created from a list of links, something like: ```html <ul> <li><a href="">First menu item</a></li> <li><a href="">Second menu item</a></li> <li><a href="">Third menu item</a></li> <li><a href="">etc.</a></li> </ul> ``` To make all the items sit horizontally on a line, the easiest modern way is to use flexbox: ```css ul { display: flex; } ``` To remove unneeded spacing and bullet points, we can do this: ```css ul { list-style-type: none; padding: 0; } ``` etc. If you are a complete beginner to web development, you'll have to do some study and web searches and lookup solutions to such problems. If you are a professional web developer you'll probably remember the last time you solved a similar problem, and only have to look up a few bits of the syntax that you forgot since then. When you find solutions to such problems, it is worth writing down notes on what you did, and keeping some minimal code examples in a directory somewhere so you can look back on previous work. In addition, the web has developer tools that allow you to look at the code used to build any site on the web. If you don't have a solution to hand, one good research method is to find websites with similar features in the wild, and find out how they did it. **Note:** Notice how above we talked about the problem we are trying to solve first, and the technology used to solve it second. This is pretty much always the best way to do it β€” don't start with a cool new technology that you want to use, and try to shoehorn it into the use case. **Note:** The simplest solution is often the best. ### Getting practice The more you practice solving a problem, the stronger your brain's neural pathways are in that area, and the easier it becomes to recall the details and the logic of that particular problem. Keep tinkering with code and getting more practice. If you run out of problems to solve, look up some tests online, do some more courses, or ask your friends and family (or local school or church) if there is anything they'd like you to build for them. Getting help ------------ Web development requires you to learn a complex set of skills β€” you are bound to get stuck sometimes and need help. As we said before, even professional developers need regular help working out issues. There are a variety of ways to get help, and what follows are some tips for doing so more effectively. ### Effective web searches One important skill to learn is the art of effective web searches β€” what search terms do you need to use in your favorite search engine to find the articles you need? It is often fairly obvious what to search for. For example: * If you want to find out more about responsive web design, you could search for "responsive web design". * If you want to find out more about a specific technology feature, such as the HTML `<video>` element, or the CSS `background-color` or `opacity` properties, or the JavaScript `Date.setTime()` method, you should just search for the feature's name. * If you are looking for some more specific information, you can add other keywords as modifiers, for example "<video> element autoplay attribute", or "Date.setTime parameters". If you want to search for something that has less obvious buzzwords, you need to think about what is most likely to return what you want. * Run code after several promises are fulfilled * Play a video stream from a webcam in the browser * Create a linear gradient in the background of your element #### Error messages If you are having a problem with some code and a specific error message is coming up, it is often a good idea to just copy the error message into your search engine and use it as the search term. If other people have had the same problem, there'll likely be some articles or blog posts about it in places like MDN or Stack Overflow. **Note:** Stack Overflow is a really useful website β€” it is basically a huge database of curated questions and answers on various technologies and related techniques. You'll probably find an answer that answers your question. If not, you can ask a question and see if anyone can help you. #### Browser testing It is often a good idea to see if your problem is affecting all browsers, or whether it only occurs in one or a small number of browsers. If it is only affecting one browser, for example, you can use that browser to narrow down the search. Example searches might look like: * <video> playback doesn't work in the iOS browser. * Firefox doesn't seem to support the Beetlejuice API. ### Using MDN The site you are already on has a wealth of information available to you β€” both reference material for looking up code syntax, and guides/tutorials for learning techniques. We've provided most of the answers to the questions you'll have about web development fundamentals in this part of MDN. If you are stuck, it is good to re-read the associated articles to see if you missed anything. If you are not sure which article to read then try searching MDN for some related keywords (as indicated above), or try a general web search. To search on MDN you can either use the site's in-built search functionality or better still, use your favorite search engine and put "mdn" in front of the search term. For example, "mdn responsive web design" or "mdn background-color". ### Other online resources We already mentioned Stack Overflow, but there are other online resources that can help. It is good to find a community to be part of, and you'll get a lot of respect if you try to help others answer their questions as well as asking your own. Other good examples include: * MDN Discourse * Sitepoint Forums * webdeveloper.com Forums However, it also makes sense to find useful groups on social networking sites such as Twitter or Facebook. Look for groups that discuss web development subjects you are interested in and join up. Follow people on Twitter you know are influential, smart, or just plain seem to share lots of useful tips. ### Physical meetups Lastly, you should try attending some physical meetups to meet other like-minded people, especially ones that cater to beginners. meetup.com is a good place to find local physical meetups, and you could also try your local press/what's on sites. You could also try attending full-fledged web conferences. While these can be expensive, you could try volunteering at them, and many conferences offer reduced rate tickets, for example, student or diversity tickets. See also -------- * Coursera: Learning to learn * Freecodecamp * Codecademy
Writing mathematics with MathML - Learn web development
Writing mathematics with MathML =============================== Mathematical Markup Language β€” or MathML β€” is the markup language used to write mathematical formulas in web pages using fractions, scripts, radicals, matrices, integrals, series, etc. Although it was originally designed as an independent XML language, MathML is generally embedded inside HTML documents and can be seen as an extension of HTML. **Warning:** In practice, MathML content is generated from lightweight markup languages (e.g. LaTeX) or using graphical user interface: if you just need to integrate mathematical formulas in your web pages, the tips from the Authoring MathML page should be enough. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- Before attempting to learn MathML, it is assumed that you have some basic knowledge of HTML and CSS. Consequently, you are strongly advised to get familiar with at least these two technologies first. Start by working through the following modules: * Getting started with the Web * Introduction to HTML * Introduction to CSS Some familiarity with mathematical notations and TeX rendering rules might also come in handy, even though required concepts will be explained as needed. Modules ------- MathML first steps MathML is the markup language used to write mathematical formulas in Web pages. This module provides a gentle beginning to your path towards MathML mastery with the basics of how it works, what the syntax looks like, and how you can start using it inside HTML. See also -------- MathML on MDN The main entry point for MathML documentation on MDN, where you'll find detailed reference documentation for all features of the MathML language. Want to know all the values a property can take? This is a good place to go.
Server-side website programming - Learn web development
Server-side website programming =============================== The ***Dynamic Websites*** – **Server-side programming** topic is a series of modules that show how to create dynamic websites; websites that deliver customized information in response to HTTP requests. The modules provide a general introduction to server-side programming, along with specific beginner-level guides on how to use the Django (Python) and Express (Node.js/JavaScript) web frameworks to create basic applications. Most major websites use some kind of server-side technology to dynamically display data as required. For example, imagine how many products are available on Amazon, and imagine how many posts have been written on Facebook. Displaying all of these using different static pages would be extremely inefficient, so instead such sites display static templates (built using HTML, CSS, and JavaScript), and then dynamically update the data displayed inside those templates when needed, such as when you want to view a different product on Amazon. In the modern world of web development, learning about server-side development is highly recommended. Learning pathway ---------------- Getting started with server-side programming is usually easier than client-side development, because dynamic websites tend to perform a lot of very similar operations (retrieving data from a database and displaying it in a page, validating user-entered data and saving it in a database, checking user permissions and logging users in, etc.), and are constructed using web frameworks that make these and other common web server operations easy. Basic knowledge of programming concepts (or of a particular programming language) is useful, but not essential. Similarly, expertise in client-side coding is not required, but a basic knowledge will help you work better with the developers creating your client-side web "front end". You will need to understand "how the web works". We recommend that you first read the following topics: * What is a web server * What software do I need to build a website? * How do you upload files to a web server? With that basic understanding, you'll be ready to work your way through the modules in this section. Modules ------- This topic contains the following modules. You should start with the first module, then go on to one of the following modules, which show how to work with two very popular server-side languages using appropriate web frameworks. Server-side website programming first steps This module provides technology-agnostic information about server-side website programming such as "what is it?", "how does it differ from client-side programming?", and "why is it useful?". This module also outlines some of the more popular server-side web frameworks and gives guidance on how to select the best one for your site. Lastly, an introduction to web server security is provided. Django Web Framework (Python) Django is an extremely popular and fully featured server-side web framework, written in Python. The module explains why Django is such a good web server framework, how to set up a development environment and how to perform common tasks with it. Express Web Framework (Node.js/JavaScript) Express is a popular web framework, written in JavaScript and hosted within the Node.js runtime environment. The module explains some of the key benefits of this framework, how to set up your development environment and how to perform common web development and deployment tasks. See also -------- Node server without framework This article provides a simple static file server built with pure Node.js, for those of you not wanting to use a framework. Properly configuring server MIME types Configuring your server to send the correct MIME types (also known as media types or content types) to browsers is important for browsers to be able to properly process and display the content. It is also important to prevent malicious content from masquerading as benign content.
Structuring the web with HTML - Learn web development
Structuring the web with HTML ============================= To build websites, you should know about HTML β€” the fundamental technology used to define the structure of a webpage. HTML is used to specify whether your web content should be recognized as a paragraph, list, heading, link, image, multimedia player, form, or one of many other available elements or even a new element that you define. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- Before starting this topic, you should have at least basic familiarity with using computers and using the web passively (i.e., just looking at it, consuming the content). You should have a basic work environment set up as detailed in Installing basic software, and understand how to create and manage files, as detailed in Dealing with files β€” both are parts of our Getting started with the web complete beginner's module. It is recommended that you work through Getting started with the web before attempting this topic. However, this isn't absolutely necessary; much of what is covered in the HTML basics article is also covered in our Introduction to HTML module, albeit in a lot more detail. After learning HTML, you can then move on to learning about more advanced topics such as: * CSS, and how to use it to style HTML (for example, alter your text size and fonts used, add borders and drop shadows, layout your page with multiple columns, add animations and other visual effects). * JavaScript, and how to use it to add dynamic functionality to web pages (for example, find your location and plot it on a map, make UI elements appear/disappear when you toggle a button, save users' data locally on their computers, and much more). Modules ------- This topic contains the following modules, in a suggested order for working through them. You should definitely start with the first one. Introduction to HTML This module sets the stage, getting you used to important concepts and syntax, looking at applying HTML to text, how to create hyperlinks, and how to use HTML to structure a webpage. Multimedia and embedding This module explores how to use HTML to include multimedia in your web pages, including the different ways that images can be included, and how to embed video, audio, and even entire other webpages. HTML tables Representing tabular data on a webpage in an understandable, accessible way can be a challenge. This module covers basic table markup, along with more complex features such as implementing captions and summaries. Solving common HTML problems ---------------------------- Use HTML to solve common problems provides links to sections of content explaining how to use HTML to solve very common problems when creating a webpage: dealing with titles, adding images or videos, emphasizing content, creating a basic form, etc. See also -------- Web forms This module provides a series of articles that will help you master the essentials of web forms. Web forms are a very powerful tool for interacting with users β€” most commonly they are used for collecting data from users, or allowing them to control a user interface. However, for historical and technical reasons it's not always obvious how to use them to their full potential. We'll cover all the essential aspects of Web forms including marking up their HTML structure, styling form controls, validating form data, and submitting data to the server. HTML (HyperText Markup Language) on MDN The main entry point for HTML reference documentation on MDN, including detailed element and attribute references β€” if you want to know what attributes an element has or what values an attribute has, for example, this is a great place to start.
Learn to style HTML using CSS - Learn web development
Learn to style HTML using CSS ============================= Cascading Style Sheets β€” or CSS β€” is the first technology you should start learning after HTML. While HTML is used to define the structure and semantics of your content, CSS is used to style it and lay it out. For example, you can use CSS to alter the font, color, size, and spacing of your content, split it into multiple columns, or add animations and other decorative features. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- You should learn the basics of HTML before attempting any CSS. We recommend that you work through our Introduction to HTML module first. Once you understand the fundamentals of HTML, we recommend that you learn further HTML and CSS at the same time, moving back and forth between the two topics. This is because HTML is far more interesting and much more fun to learn when you apply CSS, and you can't learn CSS without knowing HTML. Before starting this topic, you should also be familiar with using computers and using the web passively (i.e., just looking at it, consuming the content). You should have a basic work environment set up, as detailed in Installing basic software, and understand how to create and manage files, as detailed in Dealing with files β€” both of which are parts of our Getting started with the web complete beginner's module. It is also recommended that you work through Getting started with the web before proceeding with this topic, especially if you are completely new to web development. However, much of what is covered in its CSS basics article is also covered in our CSS first steps module, albeit in a lot more detail. Modules ------- This topic contains the following modules, in a suggested order for working through them. You should start with the first one. CSS first steps CSS (Cascading Style Sheets) is used to style and layout web pages β€” for example, to alter the font, color, size, and spacing of your content, split it into multiple columns, or add animations and other decorative features. This module provides a gentle beginning to your path towards CSS mastery with the basics of how it works, what the syntax looks like, and how you can start using it to add styling to HTML. CSS building blocks This module carries on where CSS first steps left off β€” now you've gained familiarity with the language and its syntax, and got some basic experience with using it, it's time to dive a bit deeper. This module looks at the cascade and inheritance, all the selector types we have available, units, sizing, styling backgrounds and borders, debugging, and lots more. The aim here is to provide you with a toolkit for writing competent CSS and help you understand all the essential theory, before moving on to more specific disciplines like text styling and CSS layout. CSS styling text With the basics of the CSS language covered, the next CSS topic for you to concentrate on is styling text β€” one of the most common things you'll do with CSS. Here we look at text styling fundamentals, including setting font, boldness, italics, line and letter spacing, drop shadows, and other text features. We round off the module by looking at applying custom fonts to your page, and styling lists and links. CSS layout At this point, we've already looked at CSS fundamentals, how to style text, and how to style and manipulate the boxes that your content sits inside. Now it's time to look at how to place your boxes in the right place with respect to the viewport, and one another. We have covered the necessary prerequisites so we can now dive deep into CSS layout, looking at different display settings, modern layout tools like flexbox, CSS grid, and positioning, and some of the legacy techniques you might still want to know about. Solving common CSS problems --------------------------- Use CSS to solve common problems provides links to sections of content explaining how to use CSS to solve very common problems when creating a web page. From the beginning, you'll primarily apply colors to HTML elements and their backgrounds; change the size, shape, and position of elements; and add and define borders on elements. But there's not much you can't do once you have a solid understanding of even the basics of CSS. One of the best things about learning CSS is that once you know the fundamentals, usually you have a pretty good feel for what can and can't be done, even if you don't know how to do it yet! "CSS is weird" -------------- CSS works a bit differently from most programming languages and design tools you'll come across. Why does it work the way it does? In the following video, Miriam Suzanne provides a useful explanation of why CSS works as it does, and why it has evolved as it has: See also -------- CSS on MDN The main entry point for CSS documentation on MDN, where you'll find detailed reference documentation for all features of the CSS language. Want to know all the values a property can take? This is a good place to go.
JavaScript β€” Dynamic client-side scripting - Learn web development
JavaScript β€” Dynamic client-side scripting ========================================== JavaScript is a programming language that allows you to implement complex functionalities on web pages. Every time a web page does more than just sit there and display static information for you to look atβ€”displaying timely content updates, interactive maps, animated 2D/3D graphics, scrolling video jukeboxes, or moreβ€”you can bet that JavaScript is probably involved. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- JavaScript is arguably more difficult to learn than related technologies such as HTML and CSS. Before attempting to learn JavaScript, you are strongly advised to get familiar with at least these two technologies first, and perhaps others as well. Start by working through the following modules: * Getting started with the Web * Introduction to HTML * Introduction to CSS Having previous experience with other programming languages might also help. After getting familiar with the basics of JavaScript, you should be in a position to learn about more advanced topics, for example: * JavaScript in depth, as taught in our JavaScript guide * Web APIs Modules ------- **Our policy on modern JavaScript** JavaScript is an actively evolving language and has changed greatly over the years. In particular, the 6th edition of the language (sometimes known as ECMAScript 2015 or ES6), introduced in 2015, added many new features. At the same time, to maintain backwards compatibility with older websites, old features of the language have been retained, even when they are no longer considered good practice. We think that the features added to JavaScript in ECMAScript 2015 and subsequent versions enable developers to write more readable, reliable, and expressive code, and that it's important to learn about them. The features we teach in this course are stable and have been supported by all major browsers for several years. This topic contains the following modules, in a suggested order for working through them. JavaScript first steps In our first JavaScript module, we first answer some fundamental questions such as "what is JavaScript?", "what does it look like?", and "what can it do?", before moving on to taking you through your first practical experience of writing JavaScript. After that, we discuss some key JavaScript features in detail, such as variables, strings, numbers and arrays. JavaScript building blocks In this module, we continue our coverage of all JavaScript's key fundamental features, turning our attention to commonly-encountered types of code block such as conditional statements, loops, functions, and events. You've seen this stuff already in the course, but only in passing β€” here we'll discuss it all explicitly. Introducing JavaScript objects In JavaScript, most things are objects, from core JavaScript features like strings and arrays to the browser APIs built on top of JavaScript. You can even create your own objects to encapsulate related functions and variables into efficient packages. The object-oriented nature of JavaScript is important to understand if you want to go further with your knowledge of the language and write more efficient code, therefore we've provided this module to help you. Here we teach object theory and syntax in detail, look at how to create your own objects, and explain what JSON data is and how to work with it. Asynchronous JavaScript In this module we take a look at asynchronous JavaScript, why it is important, and how it can be used to effectively handle potential blocking operations such as fetching resources from a server. Client-side web APIs When writing client-side JavaScript for websites or applications, you won't go very far before you start to use APIs β€” interfaces for manipulating different aspects of the browser and operating system the site is running on, or even data from other websites or services. In this module we will explore what APIs are, and how to use some of the most common APIs you'll come across often in your development work. Solving common JavaScript problems ---------------------------------- Solve common problems in your JavaScript code provides a little advice on how to avoid common beginner JavaScript programming mistakes, along with many helpful links to topics that show how to solve common JavaScript programming problems. See also -------- JavaScript on MDN The main entry point for core JavaScript documentation on MDN β€” this is where you'll find extensive reference docs on all aspects of the JavaScript language, and some advanced tutorials aimed at experienced JavaScripters. Learn JavaScript An excellent resource for aspiring web developers β€” Learn JavaScript in an interactive environment, with short lessons and interactive tests, guided by automated assessment. The first 40 lessons are free. Coding math An excellent series of video tutorials to teach the math you need to understand to be an effective programmer, by Keith Peters.
Front-end web developer - Learn web development
Front-end web developer ======================= Welcome to our front-end web developer learning pathway! Here we provide you with a structured course that will teach you all you need to know to become a front-end web developer. Work through each section, learning new skills (or improving existing ones) as you go along. Each section includes exercises and assessments to test your understanding before you move forward. Subjects covered ---------------- The subjects covered are: * Basic setup and learning how to learn * Web standards and best practices (such as accessibility and cross-browser compatibility) * HTML, the language that gives web content structure and meaning * CSS, the language used to style web pages * JavaScript, the scripting language used to create dynamic functionality on the web * Tooling that is used to facilitate modern client-side web development. You can work through sections in order, but each one is also self-contained. For example, if you already know HTML, you can skip ahead to the CSS section. Prerequisites ------------- You don't need any previous knowledge to start this course. All you need is a computer that can run modern web browsers, an internet connection, and a willingness to learn. If you are not sure if front-end web development is for you, and/or you want a gentle introduction before starting a longer and more complete course, work through our Getting started with the web module first. Getting help ------------ We have tried to make learning front-end web development as comfortable as possible, but you will probably still get stuck because you don't understand something, or some code is just not working. Don't panic. We all get stuck, whether we are beginner or professional web developers. The Learning and getting help article provides you with a series of tips for looking up information and helping yourself. If you are still stuck, feel free to post a question on our Discourse forums. Let's get started. Good luck! The learning pathway -------------------- ### Getting started Time to complete: 1.5–2 hours #### Prerequisites Nothing except basic computer literacy. #### How will I know I'm ready to move on? There are no assessments in this part of the course. But make sure you don't skip. It is important to get you set up and ready to do work for exercises later on in the course. #### Guides * Installing basic software β€” basic tool setup (15 min read) * Background on the web and web standards (45 min read) * Learning and getting help (45 min read) ### Semantics and structure with HTML Time to complete: 35–50 hours #### Prerequisites A basic web development environment. #### How will I know I'm ready to move on? The assessments in each module are designed to test your knowledge of the subject matter. Completing the assessments confirms that you are ready to move on to the next module. #### Modules * Introduction to HTML (15–20 hour read/exercises) * Multimedia and embedding (15–20 hour read/exercises) * HTML tables (5–10 hour read/exercises) ### Styling and layout with CSS Time to complete: 90–120 hours #### Prerequisites It is recommended that you have basic HTML knowledge before starting to learn CSS. You should at least study Introduction to HTML first. #### How will I know I'm ready to move on? The assessments in each module are designed to test your knowledge of the subject matter. Completing the assessments confirms that you are ready to move on to the next module. #### Modules * CSS first steps (10–15 hour read/exercises) * CSS building blocks (35–45 hour read/exercises) * CSS styling text (15–20 hour read/exercises) * CSS layout (30–40 hour read/exercises) #### Additional resources * CSS layout cookbook ### Interactivity with JavaScript Time to complete: 135–185 hours #### Prerequisites It is recommended that you have basic HTML knowledge before starting to learn JavaScript. You should at least study Introduction to HTML first. #### How will I know I'm ready to move on? The assessments in each module are designed to test your knowledge of the subject matter. Completing the assessments confirms that you are ready to move on to the next module. #### Modules * JavaScript first steps (30–40 hour read/exercises) * JavaScript building blocks (25–35 hour read/exercises) * Introducing JavaScript objects (25–35 hour read/exercises) * Client-side web APIs (30–40 hour read/exercises) * Asynchronous JavaScript (25–35 hour read/exercises) ### Web forms β€” Working with user data Time to complete: 40–50 hours #### Prerequisites Forms require HTML, CSS, and JavaScript knowledge. Given the complexity of working with forms, it is a dedicated topic. #### How will I know I'm ready to move on? The assessments in each module are designed to test your knowledge of the subject matter. Completing the assessments confirms that you are ready to move on to the next module. #### Modules * Web forms (40–50 hours) ### Making the web work for everyone Time to complete: 45–55 hours #### Prerequisites It is good to know HTML, CSS, and JavaScript before working through this section. Many of the techniques and best practices touch on multiple technologies. #### How will I know I'm ready to move on? The assessments in each module are designed to test your knowledge of the subject matter. Completing the assessments confirms that you are ready to move on to the next module. #### Modules * Cross-browser testing (25–30 hour read/exercises) * Accessibility (20–25 hour read/exercises) ### Modern tooling Time to complete: 55–90 hours #### Prerequisites It is good to know HTML, CSS, and JavaScript before working through this section, as the tools discussed work alongside many of these technologies. #### How will I know I'm ready to move on? There are no specific assessment articles in this set of modules. The case study tutorials at the end of the second and third modules prepare you for grasping the essentials of modern tooling. #### Modules * Git and GitHub (5 hour read) * Understanding client-side web development tools (20–25 hour read) * Understanding client-side JavaScript frameworks (30-60 hour read/exercises)
Web forms β€” Working with user data - Learn web development
Web forms β€” Working with user data ================================== This module provides a series of articles that will help you master the essentials of web forms. Web forms are a very powerful tool for interacting with users β€” most commonly they are used for collecting data from users, or allowing them to control a user interface. However, for historical and technical reasons, it's not always obvious how to use them to their full potential. In the articles listed below, we'll cover all the essential aspects of Web forms including marking up their HTML structure, styling form controls, validating form data, and submitting data to the server. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- Before starting this module, you should at least work through our Introduction to HTML. At this point you should find the Introductory guides easy to understand, and also be able to make use of our Basic native form controls guide. Mastering forms however requires more than just HTML knowledge β€” you also need to learn some specific techniques to style form controls, and some scripting knowledge is required to handle things like validation and creating custom form controls. Therefore, before you look at the other sections listed below we'd recommend that you go away and learn some CSS and JavaScript first. The above text is a good indicator as to why we've put web forms into its own standalone module, rather than trying to mix bits of it into the HTML, CSS, and JavaScript topic areas β€” form elements are more complex than most other HTML elements, and they also require a close marriage of related CSS and JavaScript techniques to get the most out of them. **Note:** If you are working on a computer/tablet/other device where you don't have the ability to create your own files, you could try out (most of) the code examples in an online coding program such as JSBin or Glitch. Introductory guides ------------------- Your first form The first article in our series provides your very first experience of creating a web form, including designing a simple form, implementing it using the right HTML elements, adding some very simple styling via CSS, and how data is sent to a server. How to structure a web form With the basics out of the way, we now look in more detail at the elements used to provide structure and meaning to the different parts of a form. The different form controls --------------------------- Basic native form controls We start off this section by looking at the functionality of the original HTML `<input>` types in detail, looking at what options are available to collect different types of data. The HTML5 input types Here we continue our deep dive into the `<input>` element, looking at the additional input types provided when HTML5 was released, and the various UI controls and data collection enhancements they provide. Additionally, we look at the `<output>` element. Other form controls Next we take a look at all the non-`<input>` form controls and associated tools, such as `<select>`, `<textarea>`, `<meter>`, and `<progress>`. Form styling guides ------------------- Styling web forms This article provides an introduction to styling forms with CSS, including all the basics you might need to know for basic styling tasks. Advanced form styling Here we look at some more advanced form styling techniques that need to be used when trying to deal with some of the more difficult-to-style form elements. UI pseudo-classes An introduction to the UI pseudo-classes enabling HTML form controls to be targeted based on their current state. Validating and submitting form data ----------------------------------- Client-side form validation Sending data is not enough β€” we also need to make sure that the data users enter into forms is in the correct format to process it successfully, and that it won't break our applications. We also want to help our users to fill out our forms correctly and not get frustrated when trying to use our apps. Form validation helps us achieve these goals β€” this article tells you what you need to know. Sending form data This article looks at what happens when a user submits a form β€” where does the data go, and how do we handle it when it gets there? We also look at some of the security concerns associated with sending form data. Advanced articles ----------------- The following articles aren't essential to the learning pathway, but they'll prove interesting and useful when you've mastered the above techniques and want to know more. How to build custom form controls You'll come across some cases where the native form widgets just don't provide what you need, e.g. because of styling or functionality. In such cases, you may need to build your own form widget out of raw HTML. This article explains how you'd do this and the considerations you need to be aware of when doing so, with a practical case study. Sending forms through JavaScript This article looks at ways to use a form to assemble an HTTP request and send it via custom JavaScript, rather than standard form submission. It also looks at why you'd want to do this, and the implications of doing so. (See also Using FormData objects.) CSS property compatibility table for form controls This last article provides a handy reference allowing you to look up what CSS properties are compatible with what form elements. See also -------- * HTML forms element reference * HTML <input> types reference * HTML attribute reference * User input methods and controls
Getting started with the web - Learn web development
Getting started with the web ============================ *Getting started with the web* is a concise series introducing you to the practicalities of web development. You'll set up the tools you need to construct a simple webpage and publish your own simple code. The story of your first website ------------------------------- It's a lot of work to create a professional website, so if you're new to web development, we encourage you to start small. You won't build another Facebook right away, but it's not hard to make your own simple website online, so we'll start there. Guides ------ By working through the articles listed below, you will go from nothing to getting your first webpage online. Let's begin our journey! Installing basic software When it comes to tools for building a website, there's a lot to pick from. If you're just starting, you might be confused by the array of code editors, frameworks, and testing tools out there. In this article, we will show you step-by-step how to install the software you need to begin some basic web development. What will your website look like? Before you start writing the code for your website, you should plan it first. What information are you showcasing? What fonts and colors are you using? Here we'll outline a simple method that you can follow to plan out your site's content and design. Dealing with files A website consists of many files: text content, code, stylesheets, media content, and so on. When you're building a website, you need to assemble these files into a sensible structure and make sure they can talk to one another. This article explains how to set up a sensible file structure for your website and what issues you should be aware of. HTML basics HyperText Markup Language (HTML) is the code that you use to structure your web content and give it meaning and purpose. For example, is my content a set of paragraphs or a list of bullet points? Do I have images inserted on my page? Do I have a data table? Without overwhelming you, this article will provide enough information to make you familiar with HTML. CSS basics Cascading Style Sheets (CSS) is the code that you use to style your website. For example, do you want the text to be black or red? Where should content be drawn on the screen? What background images and colors should be used to decorate your website? In this article, we'll take you through what you need to get started. JavaScript basics JavaScript is the programming language that you use to add interactive features to your website. Some examples could be games, things that happen when buttons are pressed or data is entered in forms, dynamic styling effects, animation, and much more. In this article, we'll give you an idea of what is possible with this exciting language, and how to get started. Publishing your sample code Once you have finished writing the code and organizing the files that make up your website, you need to put it all online so people can find it. This article describes how to get your simple sample code online with minimum effort. How the web works When you access your favorite website, a lot of complicated things happen in the background that you may not know about. Here we will outline what happens when you view a webpage on your computer. See also -------- * Web Demystified: A great series of videos explaining web fundamentals, aimed at complete beginners to web development. Created by JΓ©rΓ©mie Patonnier. * The web and web standards: This article provides some useful background on the Web β€” how it came about, what web standard technologies are, how they work together, why "web developer" is a great career to choose, and what kinds of best practices you'll learn about through the course.
JavaScript First Steps - Learn web development
JavaScript First Steps ====================== In our first JavaScript module, we first answer some fundamental questions such as "what is JavaScript?", "what does it look like?", and "what can it do?", before moving on to taking you through your first practical experience of writing JavaScript. After that, we discuss some key building blocks in detail, such as variables, strings, numbers and arrays. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- Before starting this module, you don't need any previous JavaScript knowledge, but you should have some familiarity with HTML and CSS. You are advised to work through the following modules before starting on JavaScript: * Getting started with the Web (which includes a really basic JavaScript introduction). * Introduction to HTML. * Introduction to CSS. **Note:** If you are working on a computer/tablet/other device where you don't have the ability to create your own files, you could try out (most of) the code examples in an online coding program such as JSBin or Glitch. Guides ------ What is JavaScript? Welcome to the MDN beginner's JavaScript course! In this first article we will look at JavaScript from a high level, answering questions such as "what is it?", and "what is it doing?", and making sure you are comfortable with JavaScript's purpose. A first splash into JavaScript Now you've learned something about the theory of JavaScript, and what you can do with it, we are going to give you a crash course on the basic features of JavaScript via a completely practical tutorial. Here you'll build up a simple "Guess the number" game, step by step. What went wrong? Troubleshooting JavaScript When you built up the "Guess the number" game in the previous article, you may have found that it didn't work. Never fear β€” this article aims to save you from tearing your hair out over such problems by providing you with some simple tips on how to find and fix errors in JavaScript programs. Storing the information you need β€” Variables After reading the last couple of articles you should now know what JavaScript is, what it can do for you, how you use it alongside other web technologies, and what its main features look like from a high level. In this article, we will get down to the real basics, looking at how to work with the most basic building blocks of JavaScript β€” Variables. Basic math in JavaScript β€” numbers and operators At this point in the course, we discuss maths in JavaScript β€” how we can combine operators and other features to successfully manipulate numbers to do our bidding. Handling text β€” strings in JavaScript Next, we'll turn our attention to strings β€” this is what pieces of text are called in programming. In this article, we'll look at all the common things that you really ought to know about strings when learning JavaScript, such as creating strings, escaping quotes in strings, and joining them together. Useful string methods Now we've looked at the very basics of strings, let's move up a gear and start thinking about what useful operations we can do on strings with built-in methods, such as finding the length of a text string, joining and splitting strings, substituting one character in a string for another, and more. Arrays In the final article of this module, we'll look at arrays β€” a neat way of storing a list of data items under a single variable name. Here we look at why this is useful, then explore how to create an array, retrieve, add, and remove items stored in an array, and more besides. Assessments ----------- The following assessment will test your understanding of the JavaScript basics covered in the guides above. Silly story generator In this assessment, you'll be tasked with taking some of the knowledge you've picked up in this module's articles and applying it to creating a fun app that generates random silly stories. Have fun! See also -------- Learn JavaScript An excellent resource for aspiring web developers β€” Learn JavaScript in an interactive environment, with short lessons and interactive tests, guided by automated assessment. The first 40 lessons are free, and the complete course is available for a small one-time payment.
JavaScript building blocks - Learn web development
JavaScript building blocks ========================== In this module, we continue our coverage of all JavaScript's key fundamental features, turning our attention to commonly-encountered types of code blocks such as conditional statements, loops, functions, and events. You've seen this stuff already in the course, but only in passing β€” here we'll discuss it all explicitly. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- Before starting this module, you should have some familiarity with the basics of HTML and CSS, and you should have also worked through our previous module, JavaScript first steps. **Note:** If you are working on a computer/tablet/other device where you don't have the ability to create your own files, you could try out (most of) the code examples in an online coding program such as JSBin or Glitch. Guides ------ Making decisions in your code β€” conditionals In any programming language, code needs to make decisions and carry out actions accordingly depending on different inputs. For example, in a game, if the player's number of lives is 0, then it's game over. In a weather app, if it is being looked at in the morning, show a sunrise graphic; show stars and a moon if it is night. In this article we'll explore how conditional structures work in JavaScript. Looping code Sometimes you need a task done more than once in a row. For example, looking through a list of names. In programming, loops perform this job very well. Here we will look at loop structures in JavaScript. Functions β€” reusable blocks of code Another essential concept in coding is **functions. Functions** allow you to store a piece of code that does a single task inside a defined block, and then call that code whenever you need it using a single short command β€” rather than having to type out the same code multiple times. In this article we'll explore fundamental concepts behind functions such as basic syntax, how to invoke and define functions, scope, and parameters. Build your own function With most of the essential theory dealt with previously, this article provides a practical experience. Here you'll get some practice with building up your own custom function. Along the way, we'll also explain some further useful details of dealing with functions. Function return values The last essential concept you must know about a function is return values. Some functions don't return a significant value after completion, but others do. It's important to understand what their values are, how to make use of them in your code, and how to make your own custom functions return useful values. Introduction to events Events are actions or occurrences that happen in the system you are programming, which the system tells you about so you can respond to them in some way if desired. For example if the user clicks a button on a webpage, you might want to respond to that action by displaying an information box. In this final article we will discuss some important concepts surrounding events, and look at how they work in browsers. Assessments ----------- The following assessment will test your understanding of the JavaScript basics covered in the guides above. Image gallery Now that we've looked at the fundamental building blocks of JavaScript, we'll test your knowledge of loops, functions, conditionals and events by building a fairly common item you'll see on a lot of websites β€” a JavaScript-powered image gallery. See also -------- Learn JavaScript An excellent resource for aspiring web developers β€” Learn JavaScript in an interactive environment, with short lessons and interactive tests, guided by automated assessment. The first 40 lessons are free, and the complete course is available for a small one-time payment.
Introducing JavaScript objects - Learn web development
Introducing JavaScript objects ============================== In JavaScript, most things are objects, from core JavaScript features like arrays to the browser APIs built on top of JavaScript. You can even create your own objects to encapsulate related functions and variables into efficient packages and act as handy data containers. The object-based nature of JavaScript is important to understand if you want to go further with your knowledge of the language, therefore we've provided this module to help you. Here we teach object theory and syntax in detail, then look at how to create your own objects. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- Before starting this module, you should have some familiarity with HTML and CSS. You are advised to work through the Introduction to HTML and Introduction to CSS modules before starting on JavaScript. You should also have some familiarity with JavaScript basics before looking at JavaScript objects in detail. Before attempting this module, work through JavaScript first steps and JavaScript building blocks. **Note:** If you are working on a computer/tablet/other devices where you are not able to create your own files, you could try out (most of) the code examples in an online coding program such as JSBin or Glitch. Guides ------ Object basics In the first article looking at JavaScript objects, we'll look at fundamental JavaScript object syntax, and revisit some JavaScript features we've already looked at earlier on in the course, reiterating the fact that many of the features you've already dealt with are in fact objects. Object prototypes Prototypes are the mechanism by which JavaScript objects inherit features from one another, and they work differently from inheritance mechanisms in classical object-oriented programming languages. In this article, we explore how prototype chains work. Object-oriented programming In this article, we'll describe some of the basic principles of "classical" object-oriented programming, and look at the ways it is different from the prototype model in JavaScript. Classes in JavaScript JavaScript provides some features for people wanting to implement "classical" object-oriented programs, and in this article, we'll describe these features. Working with JSON data JavaScript Object Notation (JSON) is a standard text-based format for representing structured data based on JavaScript object syntax, which is commonly used for representing and transmitting data on the web (i.e., sending some data from the server to the client, so it can be displayed on a web page). You'll come across it quite often, so in this article, we give you all you need to work with JSON using JavaScript, including parsing the JSON so you can access data items within it, and writing your own JSON. Object building practice In previous articles we looked at all the essential JavaScript object theory and syntax details, giving you a solid base to start from. In this article we dive into a practical exercise, giving you some more practice in building custom JavaScript objects, which produce something fun and colorful β€” some colored bouncing balls. Assessments ----------- Adding features to our bouncing balls demo In this assessment, you are expected to use the bouncing balls demo from the previous article as a starting point, and add some new and interesting features to it. See also -------- Learn JavaScript An excellent resource for aspiring web developers β€” Learn JavaScript in an interactive environment, with short lessons and interactive tests, guided by automated assessment. The first 40 lessons are free, and the complete course is available for a small one-time payment.
Solve common problems in your JavaScript code - Learn web development
Solve common problems in your JavaScript code ============================================= The following links point to solutions to common problems you may encounter when writing JavaScript. Common beginner's mistakes -------------------------- ### Correct spelling and casing If your code doesn't work and/or the browser complains that something is undefined, check that you've spelt all your variable names, function names, etc. correctly. Some common built-in browser functions that cause problems are: | Correct | Wrong | | --- | --- | | `getElementsByTagName()` | `getElementByTagName()` | | `getElementsByName()` | `getElementByName()` | | `getElementsByClassName()` | `getElementByClassName()` | | `getElementById()` | `getElementsById()` | ### Semicolon position You need to make sure you don't place any semicolons incorrectly. For example: | Correct | Wrong | | --- | --- | | `elem.style.color = 'red';` | `elem.style.color = 'red;'` | ### Functions There are a number of things that can go wrong with functions. One of the most common errors is to declare the function, but not call it anywhere. For example: ```js function myFunction() { alert("This is my function."); } ``` This code won't do anything unless you call it with the following statement: ```js myFunction(); ``` #### Function scope Remember that functions have their own scope β€” you can't access a variable value set inside a function from outside the function, unless you declared the variable globally (i.e. not inside any functions), or return the value from the function. #### Running code after a return statement Remember also that when you return from a function, the JavaScript interpreter exits the function β€” no code after the return statement will run. In fact, some browsers (like Firefox) will give you an error message in the developer console if you have code after a return statement. Firefox gives you "unreachable code after return statement". ### Object notation versus normal assignment When you assign something normally in JavaScript, you use a single equals sign, e.g.: ```js const myNumber = 0; ``` With Objects, however, you need to take care to use the correct syntax. The object must be surrounded by curly braces, member names must be separated from their values using colons, and members must be separated by commas. For example: ```js const myObject = { name: "Chris", age: 38, }; ``` Basic definitions ----------------- * What is JavaScript? * What is a variable? * What are strings? * What is an array? * What is a loop? * What is a function? * What is an event? * What is an object? * What is JSON? * What is a web API? * What is the DOM? Basic use cases --------------- ### General * How do you add JavaScript to your page? * How do you add comments to JavaScript code? ### Variables * How do you declare a variable? * How do you initialize a variable with a value? * How do you update a variable's value? (also see Assignment operators) * What data types can values have in JavaScript? * What does 'loosely typed' mean? ### Math * What types of number do you have to deal with in web development? * How do you do basic math in JavaScript? * What is operator precedence, and how is it handled in JavaScript? * How do you increment and decrement values in JavaScript? * How do you compare values in JavaScript? (e.g. to see which one is bigger, or to see if one value is equal to another). ### Strings * How do you create a string in JavaScript? * Do you have to use single quotes or double quotes? * How do you escape characters in strings? * How do you join strings together? * Can you join strings and numbers together? * How do you find the length of a string? * How do you find what character is at a certain position in a string? * How do you find and extract a specific substring from a string? * How do you change the case of a string? * How do you replace one specific substring with another? ### Arrays * How do you create an array? * How do you access and modify the items in an array? (this includes multidimensional arrays) * How do you find the length of an array? * How do you add items to an array? * How do you remove items from an array? * How do you split a string into array items, or join array items into a string? ### Debugging JavaScript * What are the basic types of error? * What are browser developer tools, and how do you access them? * How do you log a value to the JavaScript console? * How do you use breakpoints and other JavaScript debugging features? For more information on JavaScript debugging, see Handling common JavaScript problems. Also, see Other common errors for a description of common errors. ### Making decisions in code * How do you execute different blocks of code, depending on a variable's value or other condition? * How do you use if ...else statements? * How do you nest one decision block inside another? * How do you use AND, OR, and NOT operators in JavaScript? * How do you conveniently handle a large number of choices for one condition? * How do you use a ternary operator to make a quick choice between two options based on a true or false test? ### Looping/iteration * How do you run the same bit of code over and over again? * How do you exit a loop before the end if a certain condition is met? * How do you skip to the next iteration of a loop if a certain condition is met? * How do you use while and do...while loops? Intermediate use cases ---------------------- ### Functions * How do you find functions in the browser? * What is the difference between a function and a method? * How do you create your own functions? * How do you run (call, or invoke) a function? * What is an anonymous function? * How do you specify parameters (or arguments) when invoking a function? * What is function scope? * What are return values, and how do you use them? ### Objects * How do you create an object? * What is dot notation? * What is bracket notation? * How do you get and set the methods and properties of an object? * What is `this`, in the context of an object? * What is object-oriented programming? * What are constructors and instances, and how do you create them? * What different ways are there to create objects in JavaScript? ### JSON * How do you structure JSON data, and read it from JavaScript? * How can you load a JSON file into a page? * How do you convert a JSON object to a text string, and back again? ### Events * What are event handlers and how do you use them? * What are inline event handlers? * What does the `addEventListener()` function do, and how do you use it? * Which mechanism should I use to add event code to my web pages? * What are event objects, and how do you use them? * How do you prevent default event behavior? * How do events fire on nested elements? (event propagation, also related β€” event bubbling and capturing) * What is event delegation, and how does it work? ### Object-oriented JavaScript * What are object prototypes? * What is the constructor property, and how can you use it? * How do you add methods to the constructor? * How do you create a new constructor that inherits its members from a parent constructor? * When should you use inheritance in JavaScript? ### Web APIs * How do you manipulate the DOM (e.g. adding or removing elements) using JavaScript?
Client-side web APIs - Learn web development
Client-side web APIs ==================== When writing client-side JavaScript for websites or applications, you will quickly encounter **Application Programming Interfaces** (**APIs**). APIs are programming features for manipulating different aspects of the browser and operating system the site is running on, or manipulating data from other websites or services. In this module, we will explore what APIs are, and how to use some of the most common APIs you'll come across often in your development work. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- To get the most out of this module, you should have worked your way through the previous JavaScript modules in the series (First steps, Building blocks, and JavaScript objects). Those modules typically involve simple API usage, as it is often difficult to write client-side JavaScript examples without them. For this tutorial, we will assume that you are knowledgeable about the core JavaScript language, and we will explore common Web APIs in a bit more detail. Basic knowledge of HTML and CSS would also be useful. **Note:** If you are working on a device where you don't have the ability to create your own files, you could try out (most of) the code examples in an online coding program such as JSBin or Glitch. Guides ------ Introduction to web APIs First up, we'll start by looking at APIs from a high level β€” what are they, how do they work, how do you use them in your code, and how are they structured? We'll also take a look at what the different main classes of APIs are, and what kind of uses they have. Manipulating documents When writing web pages and apps, one of the most common things you'll want to do is manipulate web documents in some way. This is usually done by using the Document Object Model (DOM), a set of APIs for controlling HTML and styling information that makes heavy use of the `Document` object. In this article, we'll look at how to use the DOM in detail, along with some other interesting APIs that can alter your environment in interesting ways. Fetching data from the server Another very common task in modern websites and applications is retrieving individual data items from the server to update sections of a webpage without having to load an entirely new page. This seemingly small detail has had a huge impact on the performance and behavior of sites. In this article, we'll explain the concept, and look at technologies that make it possible, such as `XMLHttpRequest` and the Fetch API. Third party APIs The APIs we've covered so far are built into the browser, but not all APIs are. Many large websites and services such as Google Maps, Twitter, Facebook, PayPal, etc. provide APIs allowing developers to make use of their data (e.g. displaying your twitter stream on your blog) or services (e.g. displaying custom Google Maps on your site, or using Facebook login to log in your users). This article looks at the difference between browser APIs and 3rd party APIs and shows some typical uses of the latter. Drawing graphics The browser contains some very powerful graphics programming tools, from the Scalable Vector Graphics (SVG) language, to APIs for drawing on HTML `<canvas>` elements, (see The Canvas API and WebGL). This article provides an introduction to the Canvas API, and further resources to allow you to learn more. Video and audio APIs HTML comes with elements for embedding rich media in documents β€” `<video>` and `<audio>` β€” which in turn come with their own APIs for controlling playback, seeking, etc. This article shows you how to do common tasks such as creating custom playback controls. Client-side storage Modern web browsers feature a number of different technologies that allow you to store data related to websites and retrieve it when necessary allowing you to persist data long term, save sites offline, and more. This article explains the very basics of how these work.
Asynchronous JavaScript - Learn web development
Asynchronous JavaScript ======================= In this module, we take a look at asynchronous JavaScript, why it is important, and how it can be used to effectively handle potential blocking operations, such as fetching resources from a server. #### Looking to become a front-end web developer? We have put together a course that includes all the essential information you need to work towards your goal. **Get started** Prerequisites ------------- Asynchronous JavaScript is a fairly advanced topic, and you are advised to work through JavaScript first steps and JavaScript building blocks modules before attempting this. **Note:** If you are working on a computer/tablet/other device where you don't have the ability to create your own files, you can try out (most of) the code examples in an online coding program such as JSBin or Glitch. Guides ------ Introducing asynchronous JavaScript In this article, we'll learn about **synchronous** and **asynchronous** programming, why we often need to use asynchronous techniques, and the problems related to the way asynchronous functions have historically been implemented in JavaScript. How to use promises Here we'll introduce promises and show how to use promise-based APIs. We'll also introduce the `async` and `await` keywords. Implementing a promise-based API This article will outline how to implement your own promise-based API. Introducing workers Workers enable you to run certain tasks in a separate thread to keep your main code responsive. In this article, we'll rewrite a long-running synchronous function to use a worker. Assessments ----------- Sequencing animations The assessment asks you to use promises to play a set of animations in a particular sequence. See also -------- * Asynchronous Programming from the fantastic Eloquent JavaScript online book by Marijn Haverbeke.
Adding features to our bouncing balls demo - Learn web development
Adding features to our bouncing balls demo ========================================== * Previous * Overview: Objects In this assessment, you are expected to use the bouncing balls demo from the previous article as a starting point, and add some new and interesting features to it. | | | | --- | --- | | Prerequisites: | Before attempting this assessment you should have already worked through all the articles in this module. | | Objective: | To test comprehension of JavaScript objects and object-oriented constructs | Starting point -------------- To get this assessment started, make a local copy of index-finished.html, style.css, and main-finished.js from our last article in a new directory in your local computer. Alternatively, you could use an online editor such as CodePen, JSFiddle, or Glitch. You could paste the HTML, CSS and JavaScript into one of these online editors. If the online editor you are using doesn't have a separate JavaScript panel, feel free to put it inline in a `<script>` element inside the HTML page. **Note:** If you get stuck, you can reach out to us in one of our communication channels. Hints and tips -------------- A couple of pointers before you get started. * This assessment is quite challenging. Read the whole assessment before you start coding, and take each step slowly and carefully. * It might be a good idea to save a separate copy of the demo after you get each stage working, so you can refer back to it if you find yourself in trouble later on. Project brief ------------- Our bouncy ball demo is fun, but now we want to make it a little bit more interactive by adding a user-controlled evil circle, which will eat the balls if it catches them. We also want to test your object-building skills by creating a generic `Shape()` object that our balls and evil circle can inherit from. Finally, we want to add a score counter to track the number of balls left to capture. The following screenshot gives you an idea of what the finished program should look like: ![Screenshot of the bouncing balls demo page. A white-outlined circle is visible in addition to the colored balls, and the text "Ball count: 23" is visible under the heading.](/en-US/docs/Learn/JavaScript/Objects/Adding_bouncing_balls_features/bouncing-evil-circle.png) To give you more of an idea, have a look at the finished example (no peeking at the source code!) Steps to complete ----------------- The following sections describe what you need to do. ### Create a Shape class First of all, create a new `Shape` class. This has only a constructor. The `Shape` constructor should define the `x`, `y`, `velX`, and `velY` properties in the same way as the `Ball()` constructor did originally, but not the `color` and `size` properties. The `Ball` class should be made to derive from `Shape` using `extends`. The constructor for `Ball` should: * take the same arguments as before: `x`, `y`, `velX`, `velY`, `size`, and `color` * call the `Shape` constructor using `super()`, passing in the `x`, `y`, `velX`, and `velY` arguments * initialize its own `color` and `size` properties from the parameters it is given. The `Ball` constructor should define a new property called `exists`, which is used to track whether the balls exist in the program (have not been eaten by the evil circle). This should be a boolean (`true`/`false`), initialized to `true` in the constructor. The `collisionDetect()` method of the `Ball` class needs a small update. A ball needs to be considered for collision detection only if the `exists` property is `true`. So, replace the existing `collisionDetect()` code with the following code: ```js collisionDetect() { for (const ball of balls) { if (!(this === ball) && ball.exists) { const dx = this.x - ball.x; const dy = this.y - ball.y; const distance = Math.sqrt(dx \* dx + dy \* dy); if (distance < this.size + ball.size) { ball.color = this.color = randomRGB(); } } } } ``` As discussed above, the only addition is to check if the ball exists β€” by using `ball.exists` in the `if` conditional. The ball `draw()` and `update()` method definitions should be able to stay exactly the same as they were before. At this point, try reloading the code β€” it should work just the same as it did before, with our redesigned objects. ### Defining EvilCircle Now it's time to meet the bad guy β€” the `EvilCircle()`! Our game is only going to involve one evil circle, but we are still going to define it using a constructor that inherits from `Shape()`, to give you some practice. You might want to add another circle to the app later on that can be controlled by another player, or have several computer-controlled evil circles. You're probably not going to take over the world with a single evil circle, but it will do for this assessment. Create a definition for an `EvilCircle` class. It should inherit from `Shape` using `extends`. #### EvilCircle constructor The constructor for `EvilCircle` should: * be passed just `x`, `y` arguments * pass the `x`, `y` arguments up to the `Shape` superclass along with values for `velX` and `velY` hardcoded to 20. You should do this with code like `super(x, y, 20, 20);` * set `color` to `white` and `size` to `10`. Finally, the constructor should set up the code enabling the user to move the evil circle around the screen: ```js window.addEventListener("keydown", (e) => { switch (e.key) { case "a": this.x -= this.velX; break; case "d": this.x += this.velX; break; case "w": this.y -= this.velY; break; case "s": this.y += this.velY; break; } }); ``` This adds a `keydown` event listener to the `window` object so that when a key is pressed, the event object's `key` property is consulted to see which key is pressed. If it is one of the four specified keys, then the evil circle will move left/right/up/down. ### Defining methods for EvilCircle The `EvilCircle` class should have three methods, as described below. #### draw() This method has the same purpose as the `draw()` method for `Ball`: it draws the object instance on the canvas. The `draw()` method for `EvilCircle` will work in a very similar way, so you can start by copying the `draw()` method for `Ball`. You should then make the following changes: * We want the evil circle to not be filled in, but rather just have an outer line (stroke). You can achieve this by updating `fillStyle` and `fill()` to `strokeStyle` and `stroke()` respectively. * We also want to make the stroke a bit thicker, so you can see the evil circle a bit more easily. This can be achieved by setting a value for `lineWidth` somewhere after the `beginPath()` call (3 will do). #### checkBounds() This method will do the same thing as the first part of the `update()` method for `Ball` β€” look to see whether the evil circle is going to go off the edge of the screen, and stop it from doing so. Again, you can mostly just copy the `update()` method for `Ball`, but there are a few changes you should make: * Get rid of the last two lines β€” we don't want to automatically update the evil circle's position on every frame, because we will be moving it in some other way, as you'll see below. * Inside the `if ()` statements, if the tests return true we don't want to update `velX`/`velY`; we want to instead change the value of `x`/`y` so the evil circle is bounced back onto the screen slightly. Adding or subtracting (as appropriate) the evil circle's `size` property would make sense. #### collisionDetect() This method will act in a very similar way to the `collisionDetect()` method for `Ball` method, so you can use a copy of that as the basis of this new method. But there are a couple of differences: * In the outer `if` statement, you no longer need to check whether the current ball in the iteration is the same as the ball that is doing the checking β€” because it is no longer a ball, it is the evil circle! Instead, you need to do a test to see if the ball being checked exists (with which property could you do this with?). If it doesn't exist, it has already been eaten by the evil circle, so there is no need to check it again. * In the inner `if` statement, you no longer want to make the objects change color when a collision is detected β€” instead, you want to set any balls that collide with the evil circle to not exist any more (again, how do you think you'd do that?). ### Bringing the evil circle into the program Now we've defined the evil circle, we need to actually make it appear in our scene. To do this, you need to make some changes to the `loop()` function. * First of all, create a new evil circle object instance (specifying the necessary parameters). You only need to do this once, not on every iteration of the loop. * At the point where you loop through every ball and call the `draw()`, `update()`, and `collisionDetect()` functions for each one, make it so that these functions are only called if the current ball exists. * Call the evil circle instance's `draw()`, `checkBounds()`, and `collisionDetect()` methods on every iteration of the loop. ### Implementing the score counter To implement the score counter, follow the following steps: 1. In your HTML file, add a `<p>` element just below the h1 element containing the text "Ball count: ". 2. In your CSS file, add the following rule at the bottom: ```css p { position: absolute; margin: 0; top: 35px; right: 5px; color: #aaa; } ``` 3. In your JavaScript, make the following updates: * Create a variable that stores a reference to the paragraph. * Keep a count of the number of balls on screen in some way. * Increment the count and display the updated number of balls each time a ball is added to the scene. * Decrement the count and display the updated number of balls each time the evil circle eats a ball (causes it not to exist). * Previous * Overview: Objects