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Five Things You Should Know About HTML5

Five Things You Should Know About HTML5
You are here: Home Dive Into HTML5 1. It’s not one big thing You may well ask: “How can I start using HTML5 if older browsers don’t support it?” But the question itself is misleading. HTML5 is not one big thing; it is a collection of individual features. You may think of HTML as tags and angle brackets. Chapter 2 and Appendix A will teach you how to properly detect support for each new HTML5 feature. 2. Love it or hate it, you can’t deny that HTML 4 is the most successful markup format ever. Now, if you want to improve your web applications, you’ve come to the right place. Read all the gory details about HTML5 forms in Chapter 9. 3. “Upgrading” to HTML5 can be as simple as changing your doctype. Upgrading to the HTML5 doctype won’t break your existing markup, because obsolete elements previously defined in HTML 4 will still render in HTML5. 4. Each chapter of this book includes the all-too-familiar browser compatibility charts. 5. HTML5 is here to stay. Copyright MMIX–MMXI Mark Pilgrim

Create a Drawing App with HTML5 Canvas and JavaScript { William Malone } by William Malone This tutorial will take you step by step through the development of a simple web drawing application using HTML5 canvas and its partner JavaScript. The aim of this article is to explore the process of creating a simple app along the way learn: How to draw dynamically on HTML5 canvas The future possiblities of HTML5 canvas The current browser compatibility of HTML5 canvas Each step includes a working demo; if you want to skip ahead: Define Our Objective Let's create a web app where the user can dynamically draw on an HTML5 canvas. Our tools could use colors (except maybe our eraser). Similarly let's also give our user 4 different sizes to draw with, because we can. 3 tools: crayon, marker, eraser 4 colors to choose from (except eraser) 4 sizes to choose from Like a coloring book, let's give our user something to "color". Prepare HTML5 Canvas: Markup We only need a line of markup; everything else will be in scripting. Wait... Prepare HTML5 Canvas: Scripting Give it a try: Updates

quplog Dive Into HTML5 Les bons outils pour commencer à intégrer votre site web Introduction Pour débuter dans la création de pages web, vous aurez besoin de mettre en oeuvre deux langages : HTML et CSS, qui seront rédigés à l'aide d'un logiciel nommé éditeur de code source et sauvegardés sous forme de fichiers possédant les extensions .html et .css. Ceux-ci seront envoyés via un logiciel FTP qui permet de publier les fichiers depuis votre ordinateur vers le serveur web où ils seront stockés et mis à disposition des visiteurs. Et enfin pour consulter votre site il vous suffira d'utiliser l'autre logiciel qu'est le navigateur web qui interprète les codes sources et fait le lien entre vos deux fichiers HTML et CSS. Les langages HTML et CSS Ces deux langages se complètent, l'un pose le squelette du site alors que l'autre le met en forme. HyperText Markup Language (ou Langage de balisage hypertexte) HTML, né en 1994, est le langage du Web par excellence. Cascading Style Sheets (ou Feuilles de styles en cascades) Pour bien comprendre le langage CSS, voici des pistes utiles :

HTML5 Canvas Cheat Sheet There are cheat sheets for just about anything out there but I couldn't find one for the HTML5 canvas element, so I decided to do something about that, mostly for my own sake but if other people find it useful that's just all the better. The information is pretty much just a copy of what is found in the WHATWG specs, just condensed and hopefully a bit easier to read. There are virtually no explanations, however, and no examples other than some graphics for compositing values and a few other things (the appearance of which is very much inspired by those found in Mozilla's examples). So, it's basically just a listing of the attributes and methods of the canvas element and the 2d drawing context. Choose between a 2 page PDF document or a PNG file. Corrections and comments are welcome!

Persuasion Triggers in Web Design - Smashing Magazine Initializr - Start an HTML5 Boilerplate project in 15 seconds! Tutoriels XHTML, CSS, Accessibilité, JavaScript - Alsacréations Proposez votre tutoriel Niveaux : Débutant Confirmé Expert Langages hypertexte (HTML, HTML5), balises, structure des pages web et validation W3C Feuilles de style CSS (Cascading Style Sheet) Accessibilité Accessibilité des sites internet, bonnes pratiques, ergonomie, utilisabilité Javascript Langage de script pour le web dynamique exécuté par le navigateur Développement Langages et technologies du web tels que PHP, MySQL, Ajax Responsive web design Tout pour smartphones et tablettes Design Design et graphisme pour le web Vue & Nuxt Vue.js et Nuxt Formats, encodage, XML Formats variés, XML et microformats, sémantique Web Le monde du web et d'internet en général Dans les cas les plus extrêmes, on se retrouve à chercher une aiguille dans une meute de foin.

Basic animations - MDN Docs Since we're using JavaScript to control <canvas> elements, it's also very easy to make (interactive) animations. Doing more complex animations can take a little extra work; we hope to introduce a new article to help with that soon. Probably the biggest limitation is that once a shape gets drawn it stays that way. If we need to move it we have to redraw it and everything that was drawn before it. It takes a lot of time to redraw complex frames and the performance depends highly on the speed of the computer it's running on. Basic animation steps These are the steps you need to take to draw a frame: Clear the canvas Unless the shapes you'll be drawing fill the complete canvas (for instance a backdrop image), you need to clear any shapes that have been drawn previously. Controlling an animation Shapes are drawn to the canvas by using the canvas methods directly or by calling custom functions. That means we need a way to execute our drawing functions over a period of time. Scheduled updates or

Making the Switch from Coda to Espresso [tweetmeme] During the last of our IM discussions related to the theme upgrade, I told Preshit that I worked my bit of the upgrade entirely using MacRabbit’s Espresso. He was surprised, to say the least. Everyone knows me as a Coda fanboy, so did I ditch it just like that? I like Espresso The Espresso way of doing things take time getting used to, especially for someone moving from Coda. Espresso’s navigator is also really help, be it a PHP, HTML, or CSS document. Espresso’s FTP handling capabilities are also far superior to what Coda offers. Here’s the big workflow change that Espresso’s superior FTP capabilities allow. Lastly, Espresso’s ‘Workspace’ view is in many ways quite different from Coda’s tab bar—maybe not so different in functionality, but in the way it feels. The thing that bothers me, is that I’m beginning to like Espresso more than Coda. Coda is fantastic. Still, I’m somehow more comfortable with using Espresso.

caching - Cache control and expires header for PHP Introduction à l’HTML5 Cet article est destiné aux débutants en HTML5, et à tous ceux qui souhaitent en savoir un peu plus sur cette nouvelle technologie qui agite le web et le monde mobile. Si vous vous intéressez aux technologies du web, vous avez probablement déjà entendu parler de l’HTML5 aux cours des dernières années. Cette introduction va vous donner un premier aperçu de ce qui se cache derrière le terme HTML5, vous présentera le contexte dans lequel évolue cette technologie, et nous verrons un bon nombre de nouvelles fonctionnalités qu’il apporte. Sommaire : L’HTML5 c’est quoi ? L’HTML5 n’est pas… Tout d’abord, je suis convaincu que parmi vous certains se disent : L’HTML5, c’est un nouveau langage ? Ou encore : Je débute, j’ai envie d’apprendre l’HTML5 directement, ça a l’air mieux que l’HTML d’avant. Voire : Pfff, moi qui venait d’apprendre l’HTML, je vais devoir tout réapprendre… Il est grand temps de clarifier les choses : L’HTML5 n’est pas un nouveau langage. L’HTML5 est… Le W3C et le WHATWG On y arrive !

Canvas You are here: Home Dive Into HTML5 Diving In HTML 5 defines the <canvas> element as “a resolution-dependent bitmap canvas which can be used for rendering graphs, game graphics, or other visual images on the fly.” canvas is a rectangle in your page where you can use JavaScript to draw anything you want. So what does a canvas look like? Invisible canvas The markup looks like this: Let’s add a dotted border so we can see what we’re dealing with. Canvas with border You can have more than one <canvas> element on the same page. Let’s expand that markup to include an id attribute: Now you can easily find that <canvas> element in the DOM. var a_canvas = document.getElementById("a"); Simple Shapes Every canvas starts out blank. Click to draw on this canvas The onclick handler called this function: function draw_b() { var b_canvas = document.getElementById("b"); var b_context = b_canvas.getContext("2d"); b_context.fillRect(50, 25, 150, 100); } And then there’s this Every canvas has a drawing context Paths path . .

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