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See all details. Submit for Contests If there are contests currently being held on 9leap for which your game might be eligible, they will appear here. To see how this works, do the following: 1. Defining Position Position is defined by setting values to the x and y properties of the label. Create a new image the size of one frame.

Javascript Free Code Download - Download contrib Free Java Code

The definitive source of the best JavaScript libraries, frameworks, and plugins. · · Download · Documentation · Design · Platform · License · Usage. is HTML 5/JavaScript open source game development library which is free and easy Download link: pre-built files of, Repository from UEI - ghelia/ Download. v · (compressed); Download Zip. collection of common plugins. Icons. contrib. Source Files. The download file has the following entries. はじめて学ぶ seoauditing.ruゲーム開発 [Mutsuo Gamo] on *FREE* have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Enchantjs ダウンロード. The screen first shows false, as 4 is not greater than or equal to 7; shows true, as 4 is less than 7; and shows false again, as 4 is not equal to 7. Download the framework from their github page. You can either clone the git repository, or use the ZIP icon at the top of the page to download a ZIP. Install-Package -Version 2, total downloads; 1, downloads of current version; <1 download per day (avg). ISBN · Digitally watermarked, DRM-free · Included format: PDF, EPUB · ebooks can be used on all reading devices · Immediate eBook download. Let's start learning HTML5 + JavaScript with code9leap and! You can download your work with one click, or copy tag and embed the code on your​. seoauditing.ruはJavaScriptベースでゲームなどが作れるフレームワークです。 まず、​seoauditing.ruを読み込みま. | Maps and Tiles

HTML5 Game Programming with gives first-time programmers of all ages the tools to turn their video game ideas into Download Source Code. The framework is an HTML5 and JavaScript-based game engine download the code library, find resources, and.Enchantjs ダウンロード With this tutorial, we will explore some of the features of and use them I'll still explain how to use it, in case you'd like to download the resource files. Wumpus World in Enchant JS The Wumpus World with EnchantJS uses JavaScript to control your logical agent. The first hurdle then, for any of you unfamiliar. Free PDF Book HTML5 Game Programming With, Computer Programming Books, Download Free Books in PDF Format. download the code library, find resources, and read programming tips • develop, edit, and test games in an​. simple particle sample with + html5 + canvas + bootstrap. Download Download View on GitHub. overview. This.

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Programming Book See more of on Facebook ‎Ricardo Oliveira Xavier‎ to which comes with the download of enchant, I am struggling to create a menu. Today, UEI and Kadokawa ASCII research laboratory and CANVAS announce to start The Japan National Junior Programming Challenge. This contest is not.

HTML5 Game Programming with 1st Edition Read & Download - By Brandon McInnis HTML5 Game Programming with Play. Button to share content. Button to embed this content on another site. Button to report this content. Button to like this content. FT. Published with.   Enchantjs ダウンロード CHAPTER 2 JavaScript Basics As we said in Chapter 1, is written in the JavaScript programming language. When you program games in,​. Surfaces and tiles. Download starter project. In, Surface objects are often used with tilesheets to create complex backgrounds. Copy one tile from a. Pdf maker ダウンロード Download HTML5 Game Programming with free book as pdf format Based around HTML5, is ideally suited for aspiring game. download Rakefile. # please name it "Rakefile". # copy below if you cannot download. require 'net/https' require 'uri' require 'rake/packagetask' require.

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so pick up one JavaScript, i choose "EnchantJS" for this sample, go to this site: and download, you'll got a zip. Do the following to download them: 1. Go to and click Download. Download the zip file containing all sounds from the link at the very bottom.  Enchantjs ダウンロード You can read and download HTML5 Game Programming With (​English Edition) PDF books just by registering a free account. [Read Online] HTML5. download the code library, find resources, and read programming tips •฀ develop, edit. ゲームやアプリ作りの入門 | 使えるUIサンプルギャラリー kipure

Book Desciption: This books is Free to download. "HTML5 Game Programming With book" is available in PDF Formate. Learn from this free book.  Enchantjs ダウンロード  

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In the next line, the frame is assigned as a number from the array of values we specified earlier. The code means that the frame of the girl should cycle through the four frames of a given direction the girl is traveling in or facing. The two event listeners should be added inside the game. Here, the TOUCH events are being passed into the functions as an argument function e and include the X and Y coordinates of where the touch event happens.

The girl now follows mouse clicks on the screen, walking towards them. This section introduced some complex tricks for controlling sprites with touch events. Enabling this ability for your sprites will create smoother and more enjoyable games for your players. Using D-Pads to Interact So far, the only interaction between player and game we have seen has been with touch events.

To support interaction outside of touch events, enchant. The control sticks on Playstation 2 and 3 controllers are good examples of real-life analog pads. The analog pad passes X and Y values of the current location of the stick relative to its center. We do not cover analog pads in this book; instead, we focus on digital d-pads. Pressing the d-pad moves the bear in the direction specified. Creating a D-Pad Do the following to create the d-pad: 1. If you are not using code.

This is shown in the index. This creates the D-pad at 0, The D-pad appears in the lower-left corner of the screen. Do the following to make it happen: 1. This ties in the input from the d-pad with commands to move the bear. The D-Pad now controls the movement of the bear. D-pads, like touch events, can be used to move characters and are a useful element if you do not want to use targeting by means of touch events.

They are especially useful if you want to give your game a retro feel. Conclusion This concludes the chapter on the basics of enchant. You now have a strong foundation for creating your own basic game in enchant. In the next chapter, we cover some of the more advanced features of enchant. These tools allow you to take your games to a higher level of complexity and creativity.

More advanced features, such as navigation between scenes within a single game, require the use of more complex capabilities of enchant. Transitioning Between Scenes 2.

Using Collision Detection 4. Creating an Interactive Map Transitioning Between Scenes While a single scene might be sufficient for simple games, any type of adventure or dialogue-based game needs multiple scenes to maintain a genre-appropriate feel. The sample code for this section shows how to create a simple program that uses scene transitions to enable players to switch between three different scenes.

Because of this, we provide you with some fundamental information in this section about how scenes work, followed by sample code to show how scenes are used in actual enchant. Scene Creation A scene is a screen unit into which display objects like sprites, labels, maps and groups can be added.

One game can have multiple scenes, and by switching scenes, you can completely change the content of the screen. Common types of scenes include the title screen, play screen, and game over screen. Scene Stack After you create a scene, you can add the background, labels with text, and sprites to the scene. Once that is complete, add the scene to the scene stack with the addChild function. Scenes are organized in a stack structure. The top-most scene is the visible scene. You add a scene to the top of the stack with the push method, and you remove the top-most scene with the pop method, as illustrated in Figure Stack construction Scene Properties and Methods Inside a game, you can reference the current scene with currentScene and the root scene with rootScene.

Table shows the methods for Scene objects. The underlying scene, if there is one, becomes the new current scene. Carrying Out Scene Transitions To create code that allows a player to transition between three scenes, do the following: 1. If you cannot access the code, copy it from Listing The method pushScene should make sense, but what about game.

In the preceding sample code, we explicitly define the makeScene1 and makeScene2 methods for our Core object class. When the methods are called, they create and return a scene. All that is happening in this function is the creation of a Scene object, followed by the creation and addition of various elements to that scene.

First, the code creates a background and adds it to the scene. The code then adds it to the scene with addChild. After that, the code creates another label by the same means, which allows navigation to Scene 2. The last line of the method returns the scene.

Remember that adding elements to the scene does not actually make the scene active, which is why this return is here. Doing this allows us to put it inside the pushScene function, which will call makeScene1 and then use the scene it creates, pushing it to the top of the stack. When a player clicks the Return button from within either scene 1 or scene 2, the scene at the top of the scene stack is removed by means of popScene. Scenes allow multiple environments to exist within the same game.

You can use them for levels or images in a dialog-based game. However, you don't have to include them in your game. Many popular games in enchant.

Luckily, enchant. In the sample code in this section, we create a game that begins with a start screen. When a player clicks the start screen, a transition to the root scene occurs. Within the root scene, the player can use a d-pad to control the left and right movement of a bear to catch apples falling from the top of the screen.

After a second time limit is reached, the game stops and the game over screen is displayed. To create this game, do the following: 1. This code is for a simple apple-catching game. We show you how to add those screens in the following section. Adding Required Plug-Ins The start and game over screens appear automatically with the addition of the nineleap.

Do the following to add it to the project: 1. Click on the drop-down menu at the top of the screen and choose index. The start and game over screens appear automatically due to the addition of the plug-in.

This screen allows players to see their final scores and gives them the ability to share the score on Twitter via 9leap. To set up the game to use the score- sharing screen, do the following: 1. Near the end of the code, change game. As you have seen, the start and game over screens are very easy to implement into your game, requiring just an additional plug-in.

Adding this plug-in polishes your game and makes it easier for your players to understand the exact starting and ending points. Using Collision Detection As we have seen, our game involves having a bear character collect apples falling from the top of a screen.

As far as the apples are concerned, we know how to create them, how to make them fall over time, and even how to make them disappear removeChild. However, we need some way to tell when our bear character comes in contact with an apple.

To do this, we use specific methods, which are part of all entity objects. These methods are part of the Entity object, and as such can be called on practically anything within a scene.

The other entity must have the properties x, y, width, and height. Do the following to implement it in the apple-catching game: 1. Detecting Collisions with the intersect Method Another method exists for detecting collisions between objects.

Do the following to see how to use the method: 1. Replace bear. This causes the program to look at the total area of both the bear and the apple. If those areas intersect at all, the score increases by 30 and the apple is removed from rootScene. Collision detection is an important part of games. Catching an apple, shooting down a ship, or anything involving one sprite coming in contact with another require collision detection. Creating an Interactive Map We saw a rudimentary example of a map in Chapter 3, which copied a single tile across the screen, but further setup is required to create interactive maps in enchant.

However, the principle is the same and still uses the draw method to tile a given surface with map tiles. In our sample code for this section, we create a simple maze program using a map. Our main character will be able to traverse only light-brown road tiles and will be unable to travel over the green grass tiles. The game ends once the main character reaches the treasure chest. Start screen of the Map Example project Figure Do the following to set up the game and create a Map object: 1.

Type in the code in Listing to set up the basics of the game. Under game. In an earlier example, we used a loop to populate all the tiles in a map with the same green grass tile. In this map, we use different tiles in a specific arrangement, so they must be manually entered. Do the following to copy and paste the tile data: 4.

If you are not using 9leap, copy the code from Listing These tiles come from the tile set image, which was assigned to map. We then begin the process again. This time, however, tiles specified will overlay whichever tile currently resides in the location specified to be tiled. This layering technique allows objects such as flowers, trees, and the treasure chest to be placed on the map, over the green grass or tan road tiles.

To automatically create this data, enchant. The next step is to specify collision on the map. On the map, there will be both green grass tiles and brown road tiles. The main character should be able to walk only on the brown road tiles, so we set collision to make this happen. This is set with another array, with 0 representing passable and 1 representing impassable, and specifies if the tile can be walked on by the character or not.

You can also copy it from Listing if necessary. Maps in enchant. This is used to determine if the character can walk on the tile or not.

Do the following to implement it: 1. Under the line player. Although this method will tell us if an obstacle exists at a given location on the map, we must manually specify what should be done if an obstacle does in fact exist. This code is all inside a periodically processed event listener, so it executes with the occurrence of each new frame.

The player character moves four pixels in the direction specified by the d-pad. However, if the horizontal mid-point of the character borders a tile that contains an obstacle, the character cannot move any further in the direction of that obstacle. Did you notice how the nested if statements in Listing increment the character's position in the opposite direction from whatever direction the movement is being handled for? When the character moves across the screen, the map should at some point scroll so the character can explore the entire map.

To make this happen, the first thing we need to do is combine the character and the map into a single unit, so both can be scrolled simultaneously.

Do the following to make this happen: 1. Set the map to scroll with the player by typing in the code in Listing after game.

Keep in mind that stage contains both the map and the character and will move both of them simultaneously. If the group is moved by this number a negative number , the right edge of the map will line up with the right side of the game screen. Using Collision Detection for a Goal At this point in the game the map and character should appear correctly.

The character can be controlled with the d-pad and the map will scroll. However, if the character walks over the treasure chest, nothing happens. To have the game end, we must use collision detection in a different way.

The treasure chest, for all intents and purposes, exists only as a set of coordinates on the map. To determine if the character is in contact with the treasure chest, we need to determine the distance between the location of the character and the location of the treasure chest on the map.

Add the function to calculate the distance between two points on the map by typing in the code in Listing at the very end of your existing code, outside the game. Check if the character is touching the treasure chest panel by typing in the code in Listing after player. The game ends when the character comes in contact with the treasure chest. In this section, we created a game that enables a character to walk around on a map, but only on specific tiles. Finally, we made the game end after the character reaches a treasure chest on the map.

All these features and actions involved an interactive map. Interactive maps are great for two-dimensional games, especially two-dimensional role-playing games. Implementing Sound Our last advanced feature for this chapter is sound. Sound can be implemented in enchant.

Our exercise for this section simply places several bananas on the screen, along with a single skull. If a player clicks a banana, the banana will disappear and a sound effect will play. If a player clicks the skull, the game will end.

The goal of the game is to collect all the bananas. Do the following to download them: 1. Download the zip file containing all sounds from the link at the very bottom of the page. Play some of the sounds to see what is included in the file.

Do the following to set up the game: 1. If you are not using 9leap. Although the Sound object supports loading directly with the load method, we recommend loading your sound elements with the preload method, as it can prevent problems with players having to wait in-game for elements to load if they are on a slow connection.

Once your elements are preloaded, they can be created as sound objects inside your game by using the Sound object constructor. After game. Creating a Sound Object game. Playing a Sound game. When you click on a banana, a sound plays. Clicking the skull ends the game. Sounds add an element of interactivity to your games, providing an additional element of sensory feedback for your players. It's easy to include sounds in your game by taking advantage of the free library of sounds available for download on the enchant.

Conclusion Congratulations on making it through the advanced section! You should now understand the more advanced capabilities of enchant. These will allow you to add further levels of interactivity to your games, making them more engaging to your players.

In the next chapter, we step back from the specific functionality of enchant. Making your own original games takes creativity, so we introduce you to a sample workflow you can use to create your own games, taking you through every step of the design process. These basics include sprites, labels, scenes, maps, how to upload and share your games on 9leap.

However, this alone does not a good game developer make! Many issues. To make the entire process easier for you, we provide some background in this chapter about designing and developing games from scratch. With great power or features, rather comes great responsibility, and as a game developer, you have a duty to your players.

But what is its ultimate purpose? To bring happiness to the player, of course! Fun is the point of games. This chapter specifically covers the creative process of building an original game. It is full of hints about how to make this process simple. It also gives you tips about how to engineer your game to be appealing and entertaining to your players.

We cover the development cycle a game should go through: from conception, to coding, and finally to improving the finished game. Most games developed with the library are mini-games. Mini-games are games on a small scale, defined by a short playing time and simple progression between levels. Usually, they require only one to three people for development and sometimes can be created in less than an hour.

Although some are developed over a few days, you should not spend much more than this on a single game. The more you make mistakes and learn from them, the more your skills will increase. Begin by making a small, simple game that fits your skills and then gradually expand its features. In fact, most of the previous financially successful games did not begin with the goal of creating an epic game.

If you take a closer look at those games, you will find that they are composed of extremely simple components, albeit many of them.

Within a completed simple game, many stages exist, and every stage is connected to another by a single story. Games in which the rules are complicated from the outset are rare. Games have been developed, in one form or another, for a very long time. Many beginners set out eager to make something no one has seen before, but they run the risk of creating something that, in fact, no one enjoys. Try imagining a food that no one has tasted or heard of before. Now imagine eating such a food, prepared by someone who has never cooked before.

Consider peanut butter and jelly. Games are the same. Combine familiar themes and rules, and then gradually start creating your own unique twist from there. In a perfect game, players instinctually grasp how the game works and get hooked the instant they start playing.

They should see as much of the game and its appeal as possible from the moment they start playing. If your game has multiple levels or is more complex than a standard mini-game, consider adding an optional tutorial level to the beginning of your game. Tutorial levels are great ways to teach your players how to play while retaining a hands-on feel. Remember that your final goal is to create something that many people will play. Keep your focus on making the game fun, not on the complexities of its programming.

It takes a slow-paced game of strategy and raises the stakes and difficulty considerably. Unlimited development time and resources is a virtually impossible concept. Instead, focus on making the best game possible with the time and resources available. Start by trying to bring a smile to your friends and family with your game. Game Development Process Games undoubtedly come in many forms, and it is always a good idea to investigate some of the different kinds of games, such as Fruits Panic an action puzzle game at 9leap.

The following list shows six steps for developing your own game. Please note that game design is a very large topic with many differing opinions. Because most of the games created with enchant. In this case, it is a very good idea to see how others have implemented rules for their own games and imitate their techniques.

The games you should use as models during this process are ones you feel able to make yourself. Sketch your ideas on paper and even simulate a few actions if you can. Pick a theme and prepare sprites. Take a minute to visualize your game. Will it be racing cars? Spaceships battling aliens? What will stick with the players afterwards? You should also assess your art, sound, and story assets that go with the theme. How will you create or acquire them?

Program the game. Depending on your theme, you may have to prepare basic graphics, sounds, or story before doing this. Play it yourself. Get help from others if you can. The more people play it and give you feedback, the more you can learn how to make it more fun. Refine your rules and return to Step 3. After testing your game a bit, reexamine your rules, see how they can be improved, change your code to implement the improvements, and then play your game again. Repeat this formula as often as necessary.

Finish the game. For example, make a title screen, add a high-score ranking table, and refine the appearance of the game. If you already have an idea for the kind of game you want to make, feel free to exchange Step 1 and Step 2. It can be fun to pick a theme first and then cook up rules to go with it. In actual game development, this procedure is much more complicated and varies depending on the production process.

However, due to the features provided by enchant. In the following sections, we go through the development process step-by-step, making a full sample game from start to finish. Design the Rules of the Game In reality, you can begin to design your game either by deciding the rules of the game or by deciding on a theme for your game. However, if you are a beginner to game development we recommend you plan the rules first because implementing the rules that govern a game is the biggest obstacle for beginning game programmers.

Pick out something similar to your concept that matches your skill level. Just as in martial arts, games have certain predefined styles and techniques.

Consider downloading an open source game from 9leap. Do not feel bad about borrowing the core rules of your game from an existing game. Even if you do this in the beginning, by adding new elements to the game bit by bit, your personality and individuality as a game designer will start to come through.

Whack-A-Mole, shooting games, dialogue-based role-playing games RPGs , and puzzle games are some popular genres for beginners to imitate. In the following sections, we use Whack-A-Mole as the basis for creating a new game. Briefly look at the code as well to familiarize yourself with it, but you do not need to copy anything just yet. The important thing is to start out with something easy. Simply by changing your theme, the essence of the game itself can change dramatically.

Even if the logic of the game remains the same, by changing one little visual aspect, the entire game experience can change dramatically. After you pick your theme, sketch on paper what your game will look like. The Bernoulli. What You Should Already Know Before you continue you should have a basic understanding of the following:. Part 2: V8 internals Part 3: V8 testing and benchmarking What is.

So much has changed in the last 6 years that it seemed like a good idea to re-visit the topic. Just about. Software Requirements Specification 1. All To develop and maintain a large program construct it from small, simple pieces divide and conquer by Pearson Education, Inc.

Chapter 3 Conditional and Looping Construct After studying this lesson, students will be able to: Understand the concept and usage of selection and iteration statements. Know various types of loops available. Mario 3D Mario is a classic game featuring a side scrolling 2D Mario character that can jump to avoid moving enemies and collect coins. In this 3D version, you will program a Mario like character to respond.

How to create a quiz Turn on editing mode. Scroll to the section of the course where you want to add the assignment.

Choose "quiz" from the "Add an activity" drop down menu. Give the quiz a name. Complete Tutorial 1 Your First Game. Lesson 1 Lesson. Internet Technology Prof. Presentation Layer The presentation layer is concerned with preserving the meaning of information sent across a network. The presentation layer may represent encode the data in various ways e.

Global Preview v. A maze is a simple environment with simple rules. Solving it is a task that beginners can do successfully while learning the essentials. Welcome to KITE 7! Please have a quick look at what s new in the table below, or skim through the entire document. We ve kept it short and concise to respect your time and busy schedule.

Thanks for being. Google Analytics Guide 1 We re excited that you re implementing Google Analytics to help you make the most of your website and convert more visitors. This deck will go through how to create and configure. We compare submission. Documentation to use the Elia Infeed web services Elia Version 1. Elia Infeed web page Simple Loops Iteration Often, we will want a piece of code to run multiple times.

This is called iteration or looping. A specific piece of code that is run multiple times is called a loop. While Loop The. Testing The most popular tool for running automated tests for AngularJS applications is Karma runs unit tests and end-to-end tests in real browsers and PhantomJS can use many testing frameworks, but Jasmine. SEO Toolkit 1. Turns, tricks and. The first is learning.

Design Overview The project s purpose is to build the classic video game. Updated With each coding command, you guide Awbie on a. Form Builder Overview Features Overview How to Create a Form Project? Collected Data Performance Assessment Task Swimming Pool Grade 9 The task challenges a student to demonstrate understanding of the concept of quantities. A student must understand the attributes of trapezoids, how to.

A red player and a blue player compete on the Union-Find Algorithms network connectivity quick find quick union improvements applications 1 Subtext of today s lecture and this course Steps to developing a usable algorithm. Define the problem. And now really Discovery process What vulnerabilities existed in the code.

Object Oriented Programming 1. What is the difference between object oriented and object based languages? Programming languages that support abstraction, encapsulation, inheritance and polymorphism are.

Information in this document may change without notice. Math Games p. Which expression has the same product as 2 3? Goelz and Carol J. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzes reviews to verify trustworthiness. Top reviews Most recent Top reviews. Top reviews from the United States. There are 0 reviews and 0 ratings from the United States. Top reviews from other countries.

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PillPack Pharmacy Simplified. Amazon Renewed Like-new products you can trust. Amazon Second Chance Pass it on, trade it in, give it a second life. Think of this as multitasking. If a computer is receiving lines of commands to be run one after the other, and then begins receiving commands to run other commands while the first set is still being run, this is an example of asynchronous processing.

Operations or events initiated by the user or other programs are processed by enchant. When the user does not issue any commands, the program simply waits without doing anything instead of running code continuously in the background. In addition, when the user is forced to wait for a program to complete processing, this asynchronous nature makes it possible to issue other commands at the same time.

Listing shows sections of code designated to be run when specific events occur. This is called event handling. In this code sample, we handle the player object in each frame and we also handle touch events.

We cover this process in detail in Chapter 3. For example, some plug-ins allow you to develop games that support devices like D-pads and analog sticks or create interactive games that look like comic books. We show you how to use several of the plug-ins in later chapters of the book. You can download the plug-ins see the enchant. Since enchant. Images are included in the main enchant. Figure shows a few examples of the wide range of available character images.

Examples of character images in the enchant. For example, you can include background music, sounds of explosions, laser shots, gunshots, blips that could be used when a character picks up items, and more.

JavaScript JavaScript is an object-oriented, interpreted programming language that was originally developed to add interactivity and movement to web pages. An example of JavaScript is shown in Listing You might have heard of a programming language called Java, but it is completely different from JavaScript.

JavaScript is guaranteed to work with all the major web browsers without any additional software installations. Do not worry if you have never seen JavaScript before!

In enchant. An example is shown in Listing This is the content part of an HTML page. Table shows examples of the main features. Table HTML can also be used for specifying the appearance of a page, but its proper use is to specify content and define the appearance of that content using CSS.

Editing dynamic web pages is especially made easier using CSS. Listing shows how to change the background of the body element of a web page to gray and specify the font.

We do not provide a detailed discussion of CSS in this book.