HTML5 in Action
By Greg Wanish, Joe Lennon, Rob Crowther and Ashton Blue
()
About this ebook
HTML5 in Action provides a complete introduction to web development using HTML5. You'll explore every aspect of the HTML5 specification through real-world examples and code samples. It's much more than just a specification reference, though. It lives up to the name HTML5 in Action by giving you the practical, hands-on guidance you'll need to use key features.
About the Technology
HTML5 is not a few new tags and features added to an old standard—it's the foundation of the modern web, enabling its interactive services, single-page UI, interactive games, and complex business applications. With support for standards-driven mobile app development, powerful features like local storage and WebSockets, superb audio and video APIs, and new layout options using CSS3, SVG, and Canvas, HTML5 has entered its prime time.
About the Book
HTML5 in Action provides a complete introduction to web development using HTML5. It explores the HTML5 specification through real-world examples and code samples. It earns the name "in Action" by giving you the practical, hands-on guidance you'll need to confidently build the sites and applications you—and your clients—have been wanting for years.
This book concentrates on new HTML5 features and assumes you are familiar with standard HTML.
Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.
What's Inside
- New semantic elements and form input types
- Single-page application design
- Creating interactive graphics
- Mobile web apps
About the Authors
Rob Crowther is a web developer and blogger and the author of Manning's Hello! HTML5 & CSS3. Joe Lennon is an enterprise mobile application developer. Ash Blue builds award-winning interactive projects. Greg Wanish is an independent web and eCommerce developer.
Table of Contents
-
PART 1 INTRODUCTION
- HTML5: from documents to applications PART 2 BROWSER-BASED APPS
- Form creation: input widgets, data binding, and data validation
- File editing and management: rich formatting, file storage, drag and drop
- Messaging: communicating to and from scripts in HTML5
- Mobile applications: client storage and offline execution PART 3 INTERACTIVE GRAPHICS, MEDIA, AND GAMING
- 2D Canvas: low-level, 2D graphics rendering
- SVG: responsive in-browser graphics
- Video and audio: playing media in the browser
- WebGL: 3D application development
- Plus 10 Appendixes
Greg Wanish
Greg Wanish is an independent developer of client-side web and eCommerce applications. He also designs and sells a line of graphic and message t-shirts.
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HTML5 in Action - Greg Wanish
Copyright
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ISBN: 9781617290497
Printed in the United States of America
1 2 3 4 5 6 7 8 9 10 – MAL – 19 18 17 16 15 14
Brief Table of Contents
Copyright
Brief Table of Contents
Table of Contents
Foreword
Preface
Acknowledgments
About this Book
1. Introduction
Chapter 1. HTML5: from documents to applications
2. Browser-based apps
Chapter 2. Form creation: input widgets, data binding, and data validation
Chapter 3. File editing and management: rich formatting, file storage, drag and drop
Chapter 4. Messaging: communicating to and from scripts in HTML5
Chapter 5. Mobile applications: client storage and offline execution
3. Interactive graphics, media, and gaming
Chapter 6. 2D Canvas: low-level, 2D graphics rendering
Chapter 7. SVG: responsive in-browser graphics
Chapter 8. Video and audio: playing media in the browser
Chapter 9. WebGL: 3D application development
Appendix A. HTML5 and related specifications
Appendix B. HTML5 API reference
Appendix C. Installing PHP and MySQL
Appendix D. Computer networking primer
Appendix E. Setting up Node.js
Appendix F. Channel messaging
Appendix G. Tools and libraries
Appendix H. Encoding with FFmpeg
Appendix I. HTML next
Appendix J. Links and references
Index
List of Figures
List of Tables
List of Listings
Table of Contents
Copyright
Brief Table of Contents
Table of Contents
Foreword
Preface
Acknowledgments
About this Book
1. Introduction
Chapter 1. HTML5: from documents to applications
1.1. Exploring the markup: a whirlwind tour of HTML5
1.1.1. Creating the basic structure of an HTML5 document
1.1.2. Using the new semantic elements
1.1.3. Enhancing accessibility using ARIA roles
1.1.4. Enabling support in Internet Explorer versions 6 to 8
1.1.5. Introducing HTML5’s new form features
1.1.6. Progress bars, meters, and collapsible content
1.2. Beyond the markup: additional web standards
1.2.1. Microdata
1.2.2. CSS3
1.2.3. JavaScript and the DOM
1.3. The HTML5 DOM APIs
1.3.1. Canvas
1.3.2. Audio and video
1.3.3. Drag and drop
1.3.4. Cross-document messaging, server-sent events, and WebSockets
1.3.5. Document editing
1.3.6. Web storage
1.3.7. Offline web applications
1.4. Additional APIs and specifications
1.4.1. Geolocation API
1.4.2. Indexed database (IndexedDB API)
1.4.3. File, File Reader, File Writer, and File System APIs
1.4.4. Scalable Vector Graphics
1.4.5. Web Graphics Library
1.5. Summary
2. Browser-based apps
Chapter 2. Form creation: input widgets, data binding, and data validation
2.1. Previewing the form and gathering prerequisites
2.1.1. Gathering the application prerequisites
2.2. Building a form’s user interface
2.2.1. Defining a form’s basic HTML document structure
2.2.2. Using the form input types email and tel and the input attributes autofocus, required, and placeholder
2.2.3. Using the form input attribute required
2.2.4. Building a calculator-style form using the input type number, the input attributes min/max and data-*, and the element
2.2.5. Using the form input type month and input attribute pattern
2.2.6. Allowing users to choose whether to save or submit a form: using the input attributes formnovalidate and formaction
2.3. Calculating totals and displaying form output
2.3.1. Building calculation functions
2.3.2. Accessing values from HTML5 data-* attributes
2.4. Checking form input data with the Constraint Validation API
2.4.1. Creating custom validation tests and error messages with the setCustomValidity method and the validationMessage property
2.4.2. Detecting a failed form validation with the invalid event
2.4.3. Styling invalid elements using CSS3 pseudo-classes
2.5. Providing fallbacks for unsupported browsers
2.5.1. Detecting features and loading resources with Modernizr: an overview
2.5.2. Using polyfills and Modernizr to plug the gaps
2.5.3. Performing validation without the Constraint Validation API
2.6. Summary
Chapter 3. File editing and management: rich formatting, file storage, drag and drop
3.1. The Super HTML5 Editor: application overview, prerequisites, and first steps
3.1.1. Defining the HTML document structure
3.1.2. Implementing navigation and state management in JavaScript
3.2. Rich-text editing and geolocation
3.2.1. Using designMode to make an HTML document editable
3.2.2. Providing rich-text editing controls with execCommand
3.2.3. Mapping a user’s current location with the Geolocation API
3.3. Managing files locally: the File System, Quota Management, File, and File Writer APIs
3.3.1. Creating an application filesystem
3.3.2. Getting a list of files from the filesystem
3.3.3. Loading, viewing, editing, and deleting files
3.3.4. Creating new files
3.3.5. Saving files using the File Writer API
3.4. Adding drag-and-drop interactivity
3.4.1. Dragging files into an application for import
3.4.2. Dragging files out of an application for export
3.5. Summary
Chapter 4. Messaging: communicating to and from scripts in HTML5
4.1. Server-sent events (SSE)
4.1.1. A simple SSE chat application
4.1.2. When to use SSE
4.2. Using WebSockets to build a real-time messaging web app
4.2.1. Application overview and prerequisites
4.2.2. Creating a WebSocket with Node.js
4.2.3. Building the planner application
4.3. Messaging on the client side
4.3.1. Communicating across domains with postMessage
4.3.2. Joining the applications with cross-document messaging
4.4. Summary
Chapter 5. Mobile applications: client storage and offline execution
5.1. My Tasks: application overview, prerequisites, and first steps
5.1.1. Defining the HTML document structure
5.1.2. Controlling visibility of views using CSS
5.1.3. Implementing navigation with JavaScript
5.2. Managing data with the Web Storage API
5.2.1. Reading data from localStorage
5.2.2. Saving data to localStorage
5.2.3. Deleting data from localStorage
5.3. Managing data using IndexedDB
5.3.1. Detecting database support on a browser
5.3.2. Creating or connecting to an IndexedDB database, creating an object store and index
5.3.3. Developing a dynamic list with HTML and JavaScript
5.3.4. Searching an IndexedDB database
5.3.5. Adding data to a database using IndexedDB or Web SQL
5.3.6. Updating and deleting data from an IndexedDB database
5.3.7. Dropping a database using IndexedDB
5.4. Creating a web application that works offline: using the application cache manifest
5.4.1. Configuring a web server for an application cache manifest’s MIME type
5.4.2. Creating a cache manifest file
5.4.3. Automating application updates
5.5. Summary
3. Interactive graphics, media, and gaming
Chapter 6. 2D Canvas: low-level, 2D graphics rendering
6.1. Canvas basics
6.1.1. Setting the Canvas context
6.1.2. Generating a Canvas context
6.2. Creating a Canvas game
6.2.1. Creating the main engine components
6.2.2. Creating dynamic rectangles
6.2.3. Creating arcs and circles
6.2.4. Using paths to create complex shapes
6.3. Breathing life into Canvas elements
6.3.1. Animating game elements
6.3.2. Detecting overlap
6.3.3. Creating keyboard, mouse, and touch controls
6.3.4. Control input considerations
6.4. Polishing Canvas games
6.4.1. Tracking score and levels
6.4.2. Adding opening and closing screens
6.4.3. Getting help from code libraries
6.5. Summary
Chapter 7. SVG: responsive in-browser graphics
7.1. How bitmap and vector graphics compare
Wilson, the resizable smiley
7.2. Starting SVG Aliens with XML
7.2.1. Setting up SVG inside HTML
7.2.2. Programming simple shapes and text
7.2.3. Using XLink and advanced shapes
7.3. Adding JavaScript for interactivity
7.3.1. Game engine essentials and using screens
7.3.2. Design patterns, dynamic object creation, and input
7.3.3. Creating and organizing complex shapes
7.3.4. Maintaining a complex SVG group
7.3.5. SVG vs. Canvas
7.4. Summary
Chapter 8. Video and audio: playing media in the browser
8.1. Playing video with HTML5
8.1.1. Application preview and prerequisites
8.1.2. Building the basic jukebox framework
8.1.3. Using the video element to add videos to web pages
8.2. Controlling videos with the HTMLMediaElement interface
Step 1: Load a list of videos
Step 2: Start a video when selected
Step 3: Change between videos
Step 4: Use event handlers to handle the changing of video in greater detail
Determining the state of media resources with .networkState and .readyState
playing video on the canplaythrough event
Try it out
Progress check!
Using Firefox or Opera?
8.3. Specifying multiple formats with the
Step 5: Provide multiple video formats to support all browsers
Code check!
8.3.1. Discovering which video is playing with .currentSrc
8.3.2. Converting between media formats
8.4. Combining user input with video to build a telestrator
8.4.1. Playing video through the
8.4.2. Creating custom video playback controls
8.4.3. Manipulating video as it’s playing
8.4.4. Building the telestrator features
8.5. Summary
Chapter 9. WebGL: 3D application development
9.1. Building a WebGL engine
Browser note: use Chrome or Firefox for this chapter’s sample application
9.1.1. Setting up the engine’s layout
9.1.2. Tools to create, alter, and delete objects
9.2. Communicating with a graphics card
9.2.1. Graphics cards: a quick primer
9.2.2. Creating shaders for 3D data
9.2.3. Creating buffers for shape, color, and dimension
9.2.4. Displaying shape data on a screen
9.3. Putting it all together: creating Geometry Destroyer
9.3.1. Creating a game interface and control objects
9.3.2. Creating 2D shapes in 3D
9.3.3. Creating 3D shapes and particles
9.4. Summary
Appendix A. HTML5 and related specifications
A.1. The origins of HTML5
A.1.1. WHATWG vs. W3C
A.1.2. So ... what is HTML5 anyway?
A.2. Popular HTML5 specifications
A.2.1. Semantic markup, forms
A.2.2. Video and sound (multimedia)
A.2.3. Canvas and SVG (interactive media)
A.2.4. Storage
A.2.5. Messaging
A.2.6. The XML HTTP Request object
A.3. Popular non-HTML5 technologies
A.3.1. CSS3
A.3.2. Geolocation
A.3.3. Storage
A.3.4. WebGL
A.3.5. Node.js
A.3.6. jQuery and other JavaScript libraries
A.4. Keeping up with the specs
Appendix B. HTML5 API reference
B.1. HTML5 APIs
B.1.1. Constraint Validation API
B.1.2. API for offline web applications
B.1.3. Editing API
B.1.4. Drag and Drop API
B.1.5. Microdata API
B.1.6. APIs for Web Storage
B.1.7. Media Element API
B.2. Other APIs and specifications
B.2.1. Geolocation API
B.2.2. IndexedDB specification
B.3. File System API
B.3.1. Directory-based APIs within the File System API
B.3.2. Blob data APIs
Appendix C. Installing PHP and MySQL
C.1. Installing PHP on Windows 7
C.1.1. Configuring Windows 7 IIS
C.1.2. Downloading PHP
C.1.3. Installing PHP
C.1.4. Confirm PHP is installed
C.2. Installing MySQL on Windows 7
C.2.1. Downloading MySQL
C.2.2. Installing MySQL
C.2.3. Creating a database and running scripts
C.3. Installing PHP and MySQL on Mac OS X Mountain Lion
C.3.1. Configuring Apache and PHP
C.3.2. Installing MySQL on Mac OS X
C.3.3. Getting MySQL and PHP to play nice together
Appendix D. Computer networking primer
D.1. The basics of computer networking
D.2. The overhead of headers
D.3. Network performance metrics: latency and throughput
D.4. Polling vs. event-driven
D.5. Server-side choices for event-driven web applications
D.6. Understanding the WebSocket protocol
D.6.1. WebSocket protocol vs. WebSocket API
D.6.2. The WebSocket protocol
D.6.3. WebSocket browser support
Appendix E. Setting up Node.js
E.1. Setting up Node.js to serve web content
E.1.1. Create a Node Hello World application
E.1.2. Serving static files with Node
E.1.3. Serving mixed static and dynamic content with Node
E.1.4. Routing: serving different files for different URLs
E.2. Easy web apps with Node modules
Appendix F. Channel messaging
Step 1: Install a local development web server
Step 2: Set up a cross-domain test environment
Step 3: Create the example pages
Step 4: Add JavaScript to the first page
Step 5: Add the JavaScript to the second page
Appendix G. Tools and libraries
G.1. Tools for mobile web applications
G.2. Tools for HTML5 applications
G.2.1. Firebug, Chrome/Safari developer tools, Dragonfly, IE developer tools
G.2.2. Browser development versions
G.2.3. HTML5 Shiv
G.2.4. Modernizr
G.2.5. HTML5 Boilerplate
G.2.6. jsFiddle
G.2.7. Feature support websites
Appendix H. Encoding with FFmpeg
H.1. How to get FFmpeg
H.2. Finding out what codecs were used on source video
H.3. Determining container formats and supported codecs
H.4. Encoding to MP4/h264 with AAC
H.5. Encoding to MP4/h264 with MP3
H.6. Encoding to WebM/VP8
H.7. Encoding to Ogg/Theora
Appendix I. HTML next
I.1. Accessing and sharing media devices
I.1.1. Grab input with getUserMedia()
I.1.2. Peer-to-peer media connections with WebRTC
I.2. Media text tracks: providing media subtitles and captioning
I.2.1. Adding a text track to the videoText
I.2.2. Adding multiple text tracks
I.2.3. The Text Track API
I.2.4. Using TextTrack events
I.2.5. Styling text tracks
I.3. APIs for gaming and mobile
I.3.1. Preparing a test bed—the return of Wilson
I.3.2. The Mouse Event Capture API: continuing movement beyond the bounds of an element
I.3.3. The Full-Screen API: expanding any element to full screen
I.3.4. The Device Orientation API: controlling on-screen movement by tilting a device
I.3.5. The Vibration API: accessing a mobile device’s vibration function
I.3.6. Battery API: adjusting application processing based on battery life
I.3.7. The Pointer Lock API: tracking mouse motion instead of pointer position
I.4. Summary
Appendix J. Links and references
Chapter 1: Introduction
Chapter 2: Forms and validation
Chapter 3: Working with files on the client side
Chapter 4: Messaging
Chapter 5: Web storage and working offline
Chapter 6: 2D Canvas
Chapter 7: SVG
Chapter 8: Video and audio
Chapter 9: WebGL
Index
List of Figures
List of Tables
List of Listings
Foreword
Explaining what HTML5 is can be a very daunting task. I’ve been doing this since its inception, and I’m still amazed by how many myths abound and how much confusion there is on the topic. With HTML5, we rebooted web development. The world of HTML4 and the nonstarter XHTML stranded those who wanted to use the web as a platform for applications. HTML4 was meant for linked documents, and XHTML was far too strict for its own good and lacked real support in browsers.
HTML5 started with a clean slate. We analyzed what was used on the web and added a lot of features we didn’t have before, like Canvas for creating visuals on the fly or accessing images and videos on a pixel level, native audio and video without the need for plug-ins, and forms that validate in the browser without our having to write extra JavaScript. We also started muddying the waters by merging HTML and JavaScript functionality—a lot of HTML5 won’t do anything without accessing the elements via a JavaScript API. This confuses many people. We moved on from a document-based web, and in that process we needed more technical expertise. And this meant we needed to rethink a few of our best practices,
which can annoy people so that they spread nasty rumors about the viability of HTML5 as a choice for professional development.
HTML5 is built on the robustness principle, which means that a browser will make a lot of educated guesses as to what you might have meant when you make a syntax error instead of simply giving up and showing an error. This gives it backward compatibility, and we can show pages developed for a never-to-arrive XHTML world in browsers these days. A large part of the standard is just that: it tells you how to write a browser that renders HTML5 rather than using it as a web developer. Again, this angers some people, and they shout about the verbosity of the standard.
HTML5 is also the new hotness. Much of the advertising talk, shiny demos, and promises of fidelity that matches native apps on phones makes us cynical, battle-hardened web developers think back on Java, Flash, and Silverlight and their promises, and sigh. There’s a lot of buzz about HTML5, and many things that aren’t part of the standard are simply declared part of it, because it makes a good punch line.
When it comes to extending the language and bringing new features into it, we’re running wild right now. Every browser maker and web company comes up with great new concepts on almost a weekly level. That can be frustrating for developers who want only to get a job done. Can we rely on the functionality that’s currently developed, or will the standard be changed later on? We’re pushing browsers further into the OS and allowing them to access hardware directly, which comes with security and robustness issues that need to be fixed by trial and error. Can you take that risk with us when it comes to delivering your product?
These are exciting times, and when you want to be part of the ride, you can help forge the future development environment for all of us. If you don’t have the time to follow the discussions on mailing lists, do a lot of browser testing in previews, and propose your own ideas, you can be left quite confused.
And this is where a book like HTML5 in Action comes in. Instead of promising a cornucopia of functionality that will soon be available, you get examples that work right now, based on examples that worked in the past. Instead of getting experimental demos, you’ll learn how to build production code based on proven ideas, using the features in modern browsers that make it easier for developers and much more enjoyable for end users. All the examples come with a legend telling you which browsers support the features, and you’ll learn how not to give features to old browsers that will choke on them.
You’ll learn how to use HTML5 now, using secure and intelligent solutions like Modernizr and HTML5 Boilerplate, and you’ll come out at the end understanding how to write things in HTML5 that currently work. This will make you a part of the movement to get HTML5 production-ready for all of us.
Those who live on the bleeding edge of defining the next browser and language features need implementations in the wild—right now. We’re past the show-and-tell
stage, and we need to get to deliver and enhance.
And you can become an integral part of this process by following the advice and applying the examples you find here. Go forth and deliver.
CHRISTIAN HEILMANN
PRINCIPAL EVANGELIST HTML5, MOZILLA
Preface
Writing a book about all things HTML5 is more difficult than it sounds. Primarily because of browser and specification changes, it seemed that no matter how much we wrote every six months, browsers would adjust an implementation enough to break a few chapters. This pushed progress back and forth, making chapter revisions a constant fear, especially after we had seen so many books released on HTML5 that were outdated months later. After fighting the tides of change, we eventually nailed down solid app techniques that were resistant to change. These apps should continue to work as HTML5 continues past this book’s release date.
To add to our book’s track record of chaos, it originally started with just Robert Crowther (who was already writing another book) and Joe Lennon. Rob’s death-defying stunt while writing the book was that he somehow managed to write another book called Hello! HTML5 and CSS3 (Manning, 2012) at the same time. If that weren’t enough, he reviewed chapters from his coauthors and provided helpful feedback (still wondering when he finds time to sleep).
Joe Lennon wrote about forms, about file storage, appendices, and an awesome general overview of the HTML5 specification. Greg Wanish (originally our editor) worked with Joe on his sections. The two tackled some of the most difficult and volatile specifications that are still being implemented in most browsers. Ash Blue came on board to tackle HTML5’s massive APIs for interactive visual data.
Greg and Ash are from the United States, while Joe lives in Ireland and Rob in London. Our team’s geographical makeup made meeting as a group very difficult. At almost every meeting, somebody was missing. If you’ve ever worked on a group project, then you know how essential meetings for something like this book can be. Even with all four of us dedicating much of our free time to work on the book, it took much longer than expected. The delay was partially because we wanted to keep the book up to date with the latest techniques and specification changes. Another time-consuming task was integrating feedback from our MEAP readers, who gave us great information on how to improve the book.
The true lesson we learned from writing HTML5 in Action is that you should never write on an experimental subject—just kidding! But in all honesty, HTML5’s volatile state did make things both difficult and rewarding. Our hope is that our long nights of handcrafting every letter of this book will make learning HTML5 much easier for you.
Acknowledgments
We’d like to thank our editor at Manning, Renae Gregoire, for putting up with us in general. Without her reviewing our thousands and thousands of lines of text, sending weekly status reports, and organizing meetings, this book would never have happened. She was dropped into our book halfway through the writing process and made quite the effort to get up to speed as quickly as she could. Also big thanks to our first editor, Maria Townsley, for getting the ball rolling.
Thanks to everyone at Manning for their extreme patience on this book’s timeline. They could have released a broken book that was half-baked, but they were really true to their readers and pushed to produce a great product. Without Troy Mott’s magical ability to find tech writers, we would never have finished. He staffed the book quickly and helped when he could with the feedback process.
Thanks also to our MEAP readers and peer reviewers whose comments and corrections helped make this a much better book. We would like to acknowledge the following reviewers for reading our manuscript at various stages of its development: Anil
Radhakrishna, Alexander Esser, Arun Noronha, Chris Zimmerman, Dave Pawson, Dmitry Skylut, Donald Matheson, Federico Tomassetti, James Hatheway, Jeff Kirkell, John Ryan III, Jonas Bandi, Joseph Morgan, Julio Guijarro, Leonel Waisblatt, Lester Lobo, Lloyd S. Derbyshire, Michael Caro, Osama A. Morad PhD, Robert Williams, Sebastian Rogers, Stan Bice, Timothy Hanna, and Tyson S. Maxwell.
Finally, special thanks to Chris Heilmann at Mozilla for contributing the foreword to our book, and to Adam London for his careful technical proofread of the manuscript shortly before it went into production.
Rob Crowther
This is the second set of acknowledgments I’ve written in less than a year, so take it as read that all the family, friends, and people who got me started in web development and whom I thanked in my first book are just as important to me now as they were then. For this book I’d like to thank my colleagues at work over the last two years for their (sometimes inadvertent) contributions to my sanity while I was trying to write two books at once: Ade, Adriana, Alexandru, Amy, Angelique, Annie, Anusha, Boris, Carlos, Chani, Dan, Danielle, Darren, Dave, David, Delia, Denis, Don, Dorin, Dragos, Eric, Gary, Gemma, Gifty, Hazel, Indrani, Ioan, Ionel, Jack, Jhumi, Jo, Katie, Liam, Liming, Lindsay, Lisa, Louise, Marc, Marinela, Mark K., Mark R., Mark W., Martin H., Martin J., Mihai, Nancy, Natalie, Nia, Patricia, Paul, Paula, Phil, Razvan, Rhavy, Rob, Sally, Scott, Sean, Simon, Stella, Sudini, Tal, Tom H., and Tom W. (and if I forgot anyone, sorry, but you managed to avoid emailing me for two years!).
Joe Lennon
I’d like to thank my wife, Jill, for her love and support—I’d be lost without her. I’d also like to thank my parents, Jim and Maria; my sisters, Laura and Kelly; the Mac Sweeney family; and all at Core International. Finally, special thanks to Prof. Ciaran Murphy and Patricia Lynch at University College Cork and to Troy Mott for bringing me on board this project in the first place.
Ash Blue
I would like to thank my beautiful wife for contributing artwork and time to make this book happen, my family for their patience with my writing over the holidays, and also friends who let me lock myself in a room for over a year to write this thing. Despite how crazy as I got while trying to balance life and writing this book, I’m happy nobody carted me off to the funny farm.
Greg Wanish
I would like to thank my parents for supporting my dreams and ambitions throughout the years. All the adventures and experiences that I had in pursuit of those goals have given me a wealth of wisdom beyond my grandest expectations.
About this Book
HTML5 is one of the fastest-growing technologies in web development. The reason for such a quick adoption is the technology’s usability across desktops and mobile devices. In theory, you program an application once, and it magically works everywhere. It also gives powerful native functionality through simple API access.
Because of HTML5’s dynamic nature, it’s usable for far more than just mobile and desktop browsers. It can be compiled into a native mobile app through platforms such as PhoneGap and appMobi, which can save developers and companies lots of money because they don’t have to maintain two completely separate code bases for apps on iOS and Android.
Most HTML5 APIs are still quite young, so we’ll guide you around pitfalls developers experience while building their first HTML5 apps. In addition, you’ll learn about modern fallback techniques, application-oriented JavaScript, and what is/isn’t an HTML5 API.
Who should read this book?
If you’re looking to build full-functioning, in-browser applications for the real world, then this book is for you. It covers everything from data storage, to messaging, and even interactive development such as video games.
This book is for developers who have a decent understanding of JavaScript and HTML syntax. If the terms loop, array, and JSON are completely unfamiliar to you, you should brush up on those before proceeding.
Roadmap
Part 1 Introduction
Chapter 1 covers a basic overview of HTML5’s markup syntax and all the APIs this book covers.
Part 2 Browser-based apps
Chapter 2 focuses on building HTML5 forms for an ecommerce site from markup to completion. It goes in depth about calculations and input validation.
Chapter 3 walks you through creating a filesystem and managing data. It also covers drag-and-drop functionality and the Geolocation API.
Chapter 4 is one of the more complicated chapters, because it focuses on messaging with WebSockets and other technologies to build a chat system.
Chapter 5 is an in-depth look at the various HTML5 APIs for storage, such as IndexedDB and local storage. It covers building a mobile task list.
Part 3 Interactive graphics, media, and gaming
Chapter 6 covers building an HTML5 game called Canvas Ricochet with the Canvas API. The game features a simple leveling system.
Chapter 7 shows you how to use Canvas’s counterpart, Scalable Vector Graphics (SVG), to create a 2D space shooter game.
Chapter 8 takes a complex look at the audio and video API to show some powerful techniques you can use in your applications. It also covers format issues, inputs, and building a video player.
Chapter 9 is one of the most complex chapters because it covers WebGL for 3D programming. By the end of this chapter, you’ll have created your own 3D space shooter with complex shapes rolled from scratch.
Appendixes
There are nine appendixes in HTML5 in Action, further explaining ideas in the book, offering suggestions for setting up or installing programs, and listing important links and references:
Appendix A: HTML5 and related specifications
Appendix B: HTML5 API reference
Appendix C: Installing PHP and MySQL
Appendix D: Computer networking primer
Appendix E: Setting up Node.js
Appendix F: Channel messaging
Appendix G: Tools and libraries
Appendix H: Encoding with FFmpeg
Appendix I: HTML Next
Appendix J: Links and references
Chapter features
Each chapter starts with an At a Glance
table, letting you see which topics will be covered in the chapter, with the corresponding page numbers listed for each topic. Throughout the book, we include Core API icons in the margins
that highlight the main topics and help you locate the section you need, quickly and easily.
Code conventions and downloads
Code samples are presented in a monospaced font like this. It should be noted that although we attempted to keep code snippets as small as possible, they overflow on some of the pages. Lines of code that are too wide will overflow onto the next line, and code sections that take up more than a whole page will continue on the next. To help with understanding, code sample annotations have been included. These would normally be written with JavaScript comments such as // or /* */.
Source code for all chapters in this book is available for download from the publisher’s site at www.manning.com/crowther2/ or at www.manning.com/HTML5inAction, and from the GitHub repository https://github.com/html5-ia/html5-ia.
Software requirements
To complete this book’s applications, you’ll need the latest version of Chrome on a Mac or Windows operating system. If additional setup is required to run an app, it will be stated in the readme.txt file in the source files.
About the authors
Rob Crowther is a web developer and blogger from London, UK, and the author of Manning’s Hello! HTML5 and CSS3. Joe Lennon is an enterprise mobile application developer from Ireland. Ash Blue is the developer for game dev studio Clever Crow Games. As an indie developer, he utilizes HTML5 to distribute games to several different platforms. In the past, he has developed robust front-end architecture and application solutions for companies such as Hasbro, Tastemaker, and Wikia. His blog is at blueashes.com. Greg Wanish is an independent developer of client-side web and e-commerce applications. He also designs and sells a line of graphic and message t-shirts.
Author Online
Purchase of HTML5 in Action incudes free access to a private web forum run by Manning Publications, where you can make comments about the book, ask technical questions, and receive help from the authors and from other users. To access the forum and subscribe to it, point your web browser to www.manning.com/HTML5inaction. This page provides information on how to get on the forum once you are registered, what kind of help is available, and the rules of conduct on the forum.
Manning’s commitment to our readers is to provide a venue where a meaningful dialogue between individual readers and between readers and the authors can take place. It is not a commitment to any specific amount of participation on the part of the authors, whose contributions to the book’s forum remains voluntary (and unpaid). We suggest you try asking the authors challenging questions, lest their interest stray.
The Author Online forum and the archives of previous discussions will be accessible from the publisher’s website as long as the book is in print.
About the cover illustration
The figure on the cover of HTML5 in Action is captioned Le touriste,
which means tourist or traveler. The illustration is taken from a 19th-century edition of Sylvain Maréchal’s four-volume compendium of regional dress customs published in France. Each illustration is finely drawn and colored by hand. The rich variety of Maréchal’s collection reminds us vividly of how culturally apart the world’s towns and regions were just 200 years ago. Isolated from each other, people spoke different dialects and languages. In the streets or in the countryside, it was easy to identify where they lived and what their trade or station in life was just by their dress.
Dress codes have changed since then and the diversity by region, so rich at the time, has faded away. It is now hard to tell apart the inhabitants of different continents, let alone different towns or regions. Perhaps we have traded cultural diversity for a more varied personal life—certainly for a more varied and fast-paced technological life.
At a time when it is hard to tell one computer book from another, Manning celebrates the inventiveness and initiative of the computer business with book covers based on the rich diversity of regional life of two centuries ago, brought back to life by Maréchal’s pictures.
Part 1. Introduction
It’s important that you know about HTML5’s semantic markup basics and wide variety of APIs. For the introduction, we’ll cover these concepts briefly, but in heavy detail, to ramp you up.
If you’re already building sites with HTML5’s new tag structure you could skip this section. However, you’ll miss advanced markup concepts such as ARIA and microdata (if you aren’t already familiar with them).
Chapter 1. HTML5: from documents to applications
This chapter covers
The basics of using HTML5
New semantic markup and media features
New JavaScript APIs
Closely related web specifications
HTML5 is one of the hottest topics in web development, and with good reason. Not only is it the latest version of the markup language for the web, but it also defines a whole new standard for developing web applications. Previous iterations of HTML (and its rigid XML-based sibling, XHTML) have been centered primarily on the concept of HTML as a markup language for documents. HTML5 is the first version to embrace the web as a platform for web application development.
HTML5 defines a series of new elements that you can use to develop rich internet applications as well as a range of standard JavaScript APIs for browsers to implement natively. A good example of HTML5’s new elements is
In this chapter, you’ll learn
About great new features introduced in HTML5 and how to immediately use them in your web applications.
How to provide fallbacks and workarounds for users with older or incompatible browsers.
How to use ARIA (Accessible Rich Internet Applications) roles and microdata to further enhance the semantics of your HTML pages.
The wide range of JavaScript APIs available in HTML5 itself, as well as a number of closely related API specifications you can use in your applications.
By the end of this chapter, you’ll have a broad sense of what HTML5 has to offer and be able to use it in your own web applications.
Documents (HTML4) versus applications (HTML5)
Initially the web was all about documents. Forms were added by the Mosaic browser in 1993, but this was merely data entry; all application logic remained on the server. The introduction of JavaScript in 1995 made browser-based applications theoretically possible, but things didn’t really take off until after the arrival of the XMLHTTPRequest object in 1999. The last major version of the HTML specification, 4.01, only became a recommendation in 1999. So it’s not surprising that the 4.01 spec still concentrated almost entirely on the use of markup to describe documents, what we now normally refer to as semantic markup.
The next version of HTML has been a long time coming, and the web has changed a lot in the meantime. As you’ll see in the following sections, HTML5 contains improvements in the area of semantic markup. The majority of the differences and improvements in HTML5 over HTML4, however, are in facilities for building browser-based applications with JavaScript. Because of that, and because this