Back when video games were still fun (we’re talking about the 8-bit glory days here), graphics were a much simpler matter by necessity. Bitmapped 2-dimensional character data and background scenery was individually drawn, much like today’s resurgent pixel art. Hundreds and later thousands of small graphics called sprites were the building blocks for all things visual in a game. As game complexity increased, techniques developed to manage the multitude of sprites while keeping game play flowing. One variation saw sprites being plugged into a master grid, then later pulled out as needed by code that mapped positions of each individual graphic, and selectively painted them on the screen.
17.1 Introduction to tables This chapter defines the processing model for tables in CSS. Part of this processing model is the layout. For the layout, this chapter introduces two algorithms; the first, the fixed table layout algorithm, is well-defined, but the second, the automatic table layout algorithm, is not fully defined by this specification. For the automatic table layout algorithm, some widely deployed implementations have achieved relatively close interoperability.
Floatutorial takes you through the basics of floating elements such as images, drop caps, next and back buttons, image galleries, inline lists and multi-column layouts. General info Tutorial 1.
CSS -based liquid layout has proven successful during the reign of 800-pixel to 1024-pixel screens, but as we use a wider range of devices to access the web, we need more powerful and flexible ways of managing layout. If we want to serve devices whose viewports range from 240 pixels to about 1680 pixels—and with resolution ranging from 72 to 150 pixels per inch—we need a new method. What’s the problem with liquid layouts? If you create a liquid layout optimized for a maximum width of 1024 pixels—limiting maximum line-lengths for your text to maintain readability— gaps will appear on a wider screens, and your carefully balanced layout will break.