Articles tagged: JavaScript
Found 1238 documents
- AJAX
- AJAX/Getting_Started This article guides you through the AJAX basics and gives you two simple hands-on examples to ...
- Archive/Apps/Tools_and_frameworks/common_libraries_and_frameworks If you have developed a packaged app with AngularJS, you may run into this error message:
- Archive/B2G_OS/Add-ons/Developing_B2G_OS_add-ons Add-ons are a well-known concept in the world of web browsers, and this concept has been added ...
- Archive/B2G_OS/API/CameraCapabilities The CameraControl.capabilities property returns a CameraCapabilities object, which describes all ...
- Archive/B2G_OS/API/CameraCapabilities/effects The effects property value is an Array identifying the effects (such as normal, sepia, mono, ...
- Archive/B2G_OS/API/CameraCapabilities/fileFormats The fileFormats property is an Array identifying the file formats supported by the camera, such ...
- Archive/B2G_OS/API/CameraCapabilities/flashModes The flashModes property is an Array of strings identifying each of the flash modes supported by ...
- Archive/B2G_OS/API/CameraCapabilities/focusModes The focusModes property is an Array of strings identifying each of the focus modes supported by ...
- Archive/B2G_OS/API/CameraCapabilities/maxExposureCompensation The maxExposureCompensation property is a number that defines the maximum supported exposure ...
- Archive/B2G_OS/API/CameraCapabilities/maxFocusAreas The maxFocusAreas property is a number that defines the maximum number of focus areas supported ...
- Archive/B2G_OS/API/CameraCapabilities/maxMeteringAreas The maxMeteringAreas property is a number that defines the maximum number of metering areas ...
- Archive/B2G_OS/API/CameraCapabilities/minExposureCompensation The minExposureCompensation property is a number that defines the minimum supported exposure ...
- Archive/B2G_OS/API/CameraCapabilities/pictureSizes The pictureSizes property is an Array of objects containing the height and width properties ...
- Archive/B2G_OS/API/CameraCapabilities/previewSizes The previewSizes property is an Array of objects containing the height and width properties ...
- Archive/B2G_OS/API/CameraCapabilities/recorderProfiles The recorderProfiles property is an object with attributes for each of the supported recorder ...
- Archive/B2G_OS/API/CameraCapabilities/sceneModes The sceneModes property is an Array identifying each of the scene modes supported by the camera ...
- Archive/B2G_OS/API/CameraCapabilities/stepExposureCompensation The stepExposureCompensation property is a number that defines the exposure compensation minimum ...
- Archive/B2G_OS/API/CameraCapabilities/videoSizes The videoSizes property is an Array of objects containing the height and width properties ...
- Archive/B2G_OS/API/CameraCapabilities/whiteBalanceModes The whiteBalanceModes property is an Array of strings identifiers for each white balance mode ...
- Archive/B2G_OS/API/CameraCapabilities/zoomRatios The zoomRatios property is an Array of numbers representing all the supported zoom ratios. If ...
- Archive/B2G_OS/API/CameraControl When you use the CameraManager.getCamera() method to get a reference to a camera, you specify a ...
- Archive/B2G_OS/API/CameraControl/autoFocus This method attempts to focus the camera. If the camera is able to attempt to focus, a success ...
- Archive/B2G_OS/API/CameraControl/capabilities The capabilities property return a CameraCapabilities object, which describes the capabilities ...
- Archive/B2G_OS/API/CameraControl/effect The effect property is a string defining the effect to be used by the camera. When set, its ...
- Archive/B2G_OS/API/CameraControl/exposureCompensation The exposureCompensation property value is a number used to compensate the camera exposure.
- Archive/B2G_OS/API/CameraControl/flashMode The flashMode property value is a string that defines how the flash, if any, is to be used. When ...
- Archive/B2G_OS/API/CameraControl/focalLength The focalLength property value is a read-only property that returns a number that expresses the ...
- Archive/B2G_OS/API/CameraControl/focusAreas The focusAreas property is an Array of one or more Area objects that define where the camera ...
- Archive/B2G_OS/API/CameraControl/focusDistanceFar The focusDistanceFar property value is a distance in meters used with ...
- Archive/B2G_OS/API/CameraControl/focusDistanceOptimum The focusDistanceOptimum property value is the distance in meters where the subject appears ...
- Archive/B2G_OS/API/CameraControl/focusMode The focusMode property value is a string that defines which kind of focus mode the camera should ...
- Archive/B2G_OS/API/CameraControl/meteringAreas The meteringAreas property is an Array of one or more Area objects that define where the camera ...
- Archive/B2G_OS/API/CameraControl/onClosed The onClosed property is used to set an event handler that will track when a new CameraControl ...
- Archive/B2G_OS/API/CameraControl/onRecorderStateChange The onRecorderStateChange property is used to set an event handler to listen to the recorder ...
- Archive/B2G_OS/API/CameraControl/onShutter The onShutter property is used to set an event handler for the camera's "shutter" event, to ...
- Archive/B2G_OS/API/CameraControl/sceneMode The sceneMode property value is a string that defines the quality of exposure to use while ...
- Archive/B2G_OS/API/CameraControl/whiteBalanceMode The whiteBalanceMode property value is a string that defines the white balance mode to use. When ...
- Archive/B2G_OS/API/CameraControl/zoom The zoom property value is a number that defines the zoom factor that is to be used when taking ...
- Archive/B2G_OS/API/CameraManager The CameraManager interface provides access to any cameras available on the device being used.
- Archive/B2G_OS/API/CameraManager/getCamera This method is used to access to one of the cameras available on the device based on its ...
- Archive/B2G_OS/API/CameraManager/getListOfCameras This method is used to get an Array of identifiers of all the cameras available on the device.
- Archive/B2G_OS/API/DOMApplication In the Open Web apps JavaScript API, an App object is a JavaScript object that represents an app ...
- Archive/B2G_OS/Developing_Gaia/Understanding_the_Gaia_codebase Before you start to make your own changes to the Gaia codebase, you should understand the basics ...
- Archive/B2G_OS/Firefox_OS_apps/Localization/Internationalization_helpers_IntlHelper_and_mozIntl This article looks at how Firefox OS handles localization of dates, times, numbers and collators ...
- Archive/B2G_OS/Firefox_OS_apps/Localization/L10n.js_reference This article provides a reference for the l10n.js library, and its associated date helper, ...
- Archive/B2G_OS/Platform/Gaia/Gaia_apps/Settings The Settings app allows users to configure device settings and also responds to incoming ...
- Archive/B2G_OS/Platform/Gaia/Gaia_apps/System The System app is the first web app loaded by Gecko during the Firefox OS bootup procedure, and ...
- Archive/Marketplace/Monetization/In-app_payments_section/fxPay_iap fxPay is a JavaScript library for web applications to process in-app payments and restore ...
- Archive/Mozilla/Error_console The Error Console is a tool available in most Mozilla-based applications that is used for ...
- Archive/Mozilla/Exception_logging_in_JavaScript In versions of Firefox prior to Firefox 3, all JavaScript exceptions were always logged into the ...
- Archive/Mozilla/SpiderMonkey/Coding_conventions The SpiderMonkey project owners enforce coding conventions pretty strictly during code reviews.
- Archive/Mozilla/SpiderMonkey/File_object Non-Standard Server-Side Object
- Archive/Mozilla/Tamarin
- Archive/Mozilla/Venkman Venkman is the code name for Mozilla's JavaScript Debugger. It aims to provide a powerful ...
- Archive/Mozilla/XTech_2005_Presentations/Mozilla_E4X "ECMAScript for XML" (ECMA-357), a new standard for writing and processing XML directly in ...
- Archive/Web/E4X_tutorial This tutorial walks you through the basic syntax of E4X (ECMAScript for XML). With E4X, ...
- Archive/Web/E4X_tutorial/Introduction With E4X enabled, basic XML elements are valid syntax for variables. For instance
- Archive/Web/LiveConnect/LiveConnect_Overview This chapter describes using LiveConnect technology to let Java and JavaScript code communicate ...
- Archive/Web/ParallelArray The goal of ParallelArray was to enable data-parallelism in web applications. The higher-order ...
- Archive/Web/Properly_Using_CSS_and_JavaScript_in_XHTML_Documents_ XHTML™ 1.0 The Extensible HyperText Markup Language (Second Edition) defines XHTML to be a ...
- Archive/Web/Properly_Using_CSS_and_JavaScript_in_XHTML_Documents_/Examples This page contains the source code of the examples related to the " Properly Using CSS and ...
- Archive/Web/Scope_Cheatsheet JavaScript with Mozilla extensions has both function-scoped var s and block-scoped let s. Along ...
- Archive/Web/Sharp_variables_in_JavaScript A sharp variable is a syntax in object initializers that allows serialization of objects that ...
- Archive/Web/StopIteration The StopIteration object was used to tell the end of the iteration in the legacy iterator ...
- Archive/Web/Writing_JavaScript_for_HTML In practise, very few XHTML documents are served over the Web with the correct MIME media type, ...
- Differential_inheritance_in_JavaScript Differential Inheritance is a common prototype-oriented model that uses the concept that most ...
- Experiment:InteractiveEditor/Array.prototype.concat() The concat() method is used to merge two or more arrays. This method does not change the ...
- Experiment:InteractiveEditor/Array.prototype.push() The push() method adds one or more elements to the end of an array and returns the new length of ...
- Experiment:InteractiveEditor/Array.prototype.reduce() The reduce() method applies a function against an accumulator and each element in the array ...
- Experiment:StaticExamplesOnTop/JavaScript/Array/from The Array.from() method creates a new Array instance from an array-like or iterable object.
- Games/Anatomy I want to be clear that any of the above, or none of them, could be best for your game. The ...
- Games/Publishing_games This series of articles looks at the options you have when you want to publish and distribute ...
- Games/Publishing_games/Game_distribution Distribution is the way to give the world access to your game. There are many options available ...
- Games/Publishing_games/Game_monetization There are many ways to earn money — everything that applies to the "normal" AAA gaming world can ...
- Games/Publishing_games/Game_promotion Any way of promoting your game is good. You have a whole lot of options to chose from with most ...
- Games/Techniques/2D_collision_detection One of the simpler forms of collision detection is between two rectangles that are axis aligned ...
- Games/Techniques/3D_collision_detection This article provides an introduction to the different bounding volume techniques used to ...
- Games/Techniques/3D_collision_detection/Bounding_volume_collision_detection_with_THREE.js This article shows how to implement collision detection between bounding boxes and spheres using ...
- Games/Techniques/Async_scripts Every medium or large game should compile asm.js code as part of an async script to give the ...
- Games/Techniques/Controls_Gamepad_API The Gamepad API is very easy to develop with. Now it's easier than ever to deliver console-like ...
- Games/Techniques/Control_mechanisms One of HTML5's main advantages as a game development platform is the ability to run on various ...
- Games/Techniques/Control_mechanisms/Desktop_with_gamepad That's it! We have successfully implemented gamepad controls in our game — try connecting any ...
- Games/Techniques/Control_mechanisms/Desktop_with_mouse_and_keyboard Ok, we've dealt with touch, keyboard and mouse controls. Now let's move on to look at how to set ...
- Games/Techniques/Control_mechanisms/Mobile_touch That covers adding touch controls for mobile; in the next article we'll see how to add keyboard ...
- Games/Techniques/Control_mechanisms/Other I hope you liked the experiments — if you have any others that you think might interest other ...
- Games/Techniques/Crisp_pixel_art_look This article discusses a useful technique for giving your canvas/WebGL games a crisp pixel art ...
- Games/Techniques/Efficient_animation_for_web_games This article covers techniques and advice for creating efficient animation for web games, with a ...
- Games/Techniques/Tilemaps Tilemaps are a very popular technique in 2D game development, consisting of building the game ...
- Games/Techniques/Tilemaps/Square_tilemaps_implementation:_Scrolling_maps This article covers how to implement scrolling square tilemaps using the Canvas API.
- Games/Techniques/Tilemaps/Square_tilemaps_implementation:_Static_maps This article covers how to implement static square tilemaps using the Canvas API.
- Games/Tools On this page you can find links to our game development tools articles, which eventually aims to ...
- Games/Tools/asm.js Asm.js is a specification defining a subset of JavaScript that is highly optimizable. This ...
- Games/Tutorials This page contains multiple tutorial series that highlight different workflows for effectively ...
- Games/Tutorials/2D_breakout_game_Phaser In this step-by-step tutorial we create a simple mobile MDN Breakout game written in JavaScript, ...
- Games/Tutorials/2D_breakout_game_Phaser/Animations_and_tweens To make the game look more juicy and alive we can use animations and tweens. This will result in ...
- Games/Tutorials/2D_breakout_game_Phaser/Bounce_off_the_walls Now that physics have been introduced, we can start implementing collision detection into the ...
- Games/Tutorials/2D_breakout_game_Phaser/Build_the_brick_field Building the brick field is a little bit more complicated than adding a single object to the ...
- Games/Tutorials/2D_breakout_game_Phaser/Buttons Instead of starting the game right away we can leave that decision to the player by adding a ...
- Games/Tutorials/2D_breakout_game_Phaser/Collision_detection Now onto the next challenge — the collision detection between the ball and the bricks. Luckily ...