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HTML5 Unleashed

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HTML5 Unleashed

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Description

  • Copyright 2014
  • Dimensions: 7" x 9-1/8"
  • Edition: 1st
  • eBook (Watermarked)
  • ISBN-10: 0-13-315134-4
  • ISBN-13: 978-0-13-315134-3

HTML5 Unleashed is the authoritative guide that covers the key web components driving the future of the Web. Harness the power of HTML5 to create web apps and solutions that deliver state-of-the-art media content and interactivity with new Audio, Video, and Canvas elements.

HTML5 technologies are essential knowledge for today's web developers and designers. New APIs such as Local Storage, Geolocation, Web Workers, and more expand the Web as a platform, allowing for desktop-like applications that work uniformly across platforms.

Comprehensive and up-to-date, HTML5 Unleashed is organized as an accessible guide of tutorials and practical references. Because HTML5 covers a far-reaching set of standards, each chapter in HTML5 Unleashed is written to stand on its own. Whether you choose to skip around or read it cover to cover, full-color syntax and figures in HTML5 Unleashed ensure that you do not need to be next to a computer to learn the most important concepts of the modern Web.

DETAILED INFORMATION ON HOW TO…
  • Use new HTML5 features and syntax to create common web page components in a standardized way, with less code
  • Ensure graceful backward compatibility with "polyfilling" libraries, so users of older browsers are not left behind
  • Harness the power of semantic HTML5 tags and Microdata to improve your site accessibility and search engine results
  • Create consistent, rich user experiences across desktop and mobile platforms with the new Audio and Video elements
  • Create HTML5 Canvas web applications, with chapters dedicated to Canvas interactivity and Canvas performance
  • Utilize the new functionality of Geolocation to display locality-aware content to users and harness the power of GPS
  • Use the new Local Storage options to build pages that work offline and robust apps that can store heavyweight data client-side
  • Allow more sophisticated page communication with Cross-Document Messaging and enable multithreaded JavaScript with Web Workers
  • Communicate with servers in real-time with WebSockets and take advantage of the new Ajax possibilities with XMLHttpRequest Level 2

Sample Content

Table of Contents

Introduction    1

Who Should Read This Book?     2

HTML5 and Related Technologies    2

Software Requirements    3

Code Examples    3

How This Book Is Organized    3

Part I: Background    4

Part II: New HTML Elements    4

Part III: Canvas    4

Part IV: HTML5’s JavaScript APIs    4

Links and Real-World Examples    5

Chapter 1: Why HTML5?     7

How Did We End Up Here?     7

The Web Takes Off    9

The Rise of the Browser Plug-In    9

Web 2.0    10

HTML5    11

What Exactly Is HTML5?     11

The Importance of HTML5    12

Are Plug-ins Dead?     14

Summary    14

Chapter 2: Important Concepts for HTML5    15

The Goals of HTML5    15

Improving the Native Web    15

More Done with Less Code    16

The Semantic Web    16

Requisites for HTML5 Development    16

Modern Browser Developer Tools    16

HTML5 Fallbacks: Shims, Shivs, and Polyfills    17

Feature Support and Detection    18

Summary    19

Chapter 3: Getting Started with HTML5: Semantic Tags, Forms, and Drag and Drop 21

Ensuring Backward Compatibility with the New HTML Tags    21

The HTML5 Shim    22

HTML5 Boilerplate    23

Starting from the Top    23

The Doctype    23

Meta Character Encoding    24

HTML5 Syntax and Validation    24

How You Should Write Your HTML    27

Housekeeping    29

HTML5 Semantic Elements and Other Presentational Tags    31

HTML5 Semantic Tags    31

Document Outlines in HTML5    33

Minor Semantic and Presentational HTML5 Tags    35

Visual HTML5 Tags: <meter> and <progress>    37

HTML5 Forms    40

Form Input Types    40

New Form Input Attributes and Elements    47

Drag and Drop in HTML5    53

The Basics    53

Drag Data and Effects    55

Drag Events    58

Summary    67

Chapter 4: Rich Media Tags: Video and Audio    69

The Video Element    71

Video Formats and Support    71

Using the Video Element    75

The Audio Element    77

Audio Formats and Support    77

Using the Audio Element    79

Encoding Your Media    80

Conversion Tools    81

Supporting Older Browsers    81

Video and Audio Attributes    82

Video-Only Attributes    82

Attributes Shared Between Audio and Video    85

JavaScript API    90

The readyState and Starting at a Specified Time    92

The playbackRate and Time Control    93

Loading Videos Sequentially    94

Custom Controls    95

Advantages and Disadvantages of the HTML5 Media Tags Versus Flash    95

Ease of Use and Extensibility    95

Platform Support    96

Feature Support    96

Media Protection    97

Future Developments    97

WebRTC    97

WebVTT and the <track> Tag    98

The Full-Screen API    100

The Web Audio API    100

The Embed Element    101

Summary    101

Chapter 5: 2D Canvas    103

Browser Support    104

Internet Explorer    105

Testing for Support    105

What Canvas Can and Cannot Do    106

A Comparison with SVG    107

Where Canvas Shines    109

When to Not Use Canvas    109

Don’t Use Canvas for General UI    111

Getting Started with Canvas    111

An HTML Page with a Canvas    113

Canvas Attributes    115

toDataURL    116

Context Methods and State    117

A Quick Look at the Properties and State Available    117

Understanding Drawing, Starting with Rectangles    118

fillStyle and strokeStyle    119

Paths    120

Understanding the Canvas Coordinate System    122

Line Styles    125

Curves    127

Ellipses    133

isPointInPath    135

Path Filling--The Winding Number Rule    135

Summary of Context State So Far    138

Saving and Restoring    140

Transformation Matrix    141

translate    141

scale    143

Saving and Restoring Affect How Drawing Functions Act on a Transformed Canvas    143

rotate    146

transform and setTransform    150

Keeping Track of Transformations    152

In-Memory Canvases    154

Using Images and Other Canvases    160

Double Buffering    161

Image Data and Pixel Manipulation    162

getImageData    162

createImageData    164

putImageData    164

Image Security on the Canvas    171

CORS    172

But I Want to Test My Image Data Code Locally!     172

Gradients and Patterns    173

Linear Gradients    173

Radial Gradients    175

Gradient Performance and Reuse    177

Patterns    179

Shadows    182

Compositing    184

Compositing Examples    186

Clipping    189

Clearing Nonrectangular Areas    190

Using Text    192

First the Bad Parts    192

Drawing Text    194

Fonts    195

textBaseline    197

textAlign    197

Measuring Text     198

Performance    199

Canvas Context Recap    200

Styling    200

Shadows    200

State    200

Rectangles    200

Paths    201

Image Drawing    202

Transformation    202

Compositing    202

Text    202

Image Data    203

Summary    203

Chapter 6: Making Canvas Interactive and Stateful    205

Canvas Coordinates--Mouse and Touch    205

getBoundingClientRect    206

Computing Element Offset    207

Canvas Animation    210

Letting the Browser Take Control with requestAnimationFrame    210

Animation and Timing    212

Canvas Interactivity Example: Making and Moving Shapes    215

Getting Started    216

The Shapes We Draw    217

Keeping Track of Canvas State.     218

Mouse and Touch Events    219

Getting Input Coordinates    222

Drawing    223

Complete Canvas Interactivity Example    225

Summary    231

Chapter 7: Canvas Performance, Tips, and Peculiarities    233

Canvas Peculiarities and Tips    234

CSS Width and Height    234

Paths or Images Look Blurry    234

The Methods save and restore    236

Clipping Regions Can Only Get Smaller and Cannot Be Reset    237

Security Exceptions, Cross-domain Images, and Image Data    238

Transformations Affect Drawing in Addition to Paths    238

A Performance Primer    239

Tools of the Trade    240

Before We Get to Canvas    245

The DOM and Canvas    248

Caching Context Properties    248

Stop Using save and restore    250

Caching with Images and In-Memory Canvases    251

Images    252

Text     252

Shadows    253

Gradients    254

Paths    255

Multiple Canvases    256

Keeping Track of Objects    257

Hit Testing    257

Size Matters    260

Summary    261

Chapter 8: The Future of Canvas and 3D Canvas    263

The Future of 2D Canvas    263

New in the Specification    264

Hints from the Browsers    270

3D (WebGL) Canvas    271

WebGL Libraries    272

Summary    275

Chapter 9: Geolocation API    277

Understanding Latitude and Longitude    278

Types of Geolocation Data    280

The Old Ways    280

The HTML5 Way--New Methods for Geolocation    281

HTML5 Geolocation API    282

Geolocation Support    283

Using Geolocation    283

The API    283

Geolocation in Action    288

Where Am I?     288

A Trailblazing App    293

Summary    299

Chapter 10: HTML5 Storage Options    301

Older Storage Methods    301

Browser Cookies    301

Flash Cookies    302

userData    302

Along the Way    302

Web Storage--sessionStorage and localStorage    303

sessionStorage    303

localStorage    304

API    304

WebSQL Database    307

IndexedDB    308

Getting Started with IndexedDB    308

Looking Further    322

FileSystem API for Local Read/Write Access    323

FileSystem API Example    324

Offline Pages and the Application Cache    326

Using the Application Cache    327

Important Notes About the Application Cache    330

Summary    331

Chapter 11: Messaging and Web Workers    333

The Web Messaging API and Cross-Document Messaging    333

Sending and Receiving Messages    334

Channel Messaging    336

Security with Web Messages    338

Web Workers    339

Getting Started with Web Workers    340

A Simple Example    342

Shared Web Workers    345

Web Worker Considerations    349

Summary    351

Chapter 12: Network Communication: WebSockets and XMLHttpRequest Level 2    353

Real-Time Communication with WebSockets    354

Before WebSockets    354

Getting Started with WebSockets    355

A Complete WebSockets Example    358

Server-Side WebSockets    359

New AJAX Capabilities with XMLHttpRequest Level 2    359

New Features in XHR2    360

Summary    364

Chapter 13: Microdata, Other Small Things, and Beyond HTML5    365

Microdata    365

Getting Started with Microdata    367

A Microdata Recipe Example    371

New Browser Features Not Covered in This Text    373

Honorable Mention: The File API    373

Other New Browser Features    375

The Future    378

The Future of Web Development    379

Summary    380

Index    381

Updates

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