Archiwum kategorii: CSS

Multiplayer Tic Tac Toe with GraphQL

Post pobrano z: Multiplayer Tic Tac Toe with GraphQL

GraphQL is a query language for APIs that is very empowering for front-end developers. As the GraphQL site explains it, you describe your data, ask for what you want, and get predictable results.

If you haven’t worked with it before, GraphQL might be a little confusing to grok at first glance. So, let’s build a multiplayer tic-tac-toe game using it in order to demonstrate how it’s used and what we can do with it.

First thing we need is a backend for our APIs. We’re going to use Hasura GraphQL Engine along with a custom GraphQL server for this tutorial. We’ll look at the queries and mutations that the client-side needs to build the game. You can implement this kind of thing in whatever framework you wish, but we’re going with use React and Apollo for this tutorial.

Here’s what we’re making:

GitHub Repo

A brief GraphQL primer

GraphQL is a query language for APIs; a language with a syntax that defines a way to fetch data from the server. It works with any kind of API that is backed by a strong system that makes your codebase resilient. Some of the primary characteristics of GraphQL are:

  • The client can ask the server for what queries it supports (check out introspection for more).
  • The client must ask the server for exactly what it wants. It can’t ask for something like a wildcard (*) but rather exact fields. For example, to get a user’s ID and name, the GraphQL query would be something like:
    query {
      user {
        id
        name
      }
    }
  • Every query is made to a single endpoint and every request is a POST request.
  • Given a query, the structure of the response is enforced. For example, for the above query to get the id and name of a user object, a successful response would be something like:
    {
      "data": {
        "user": {
          "id": "AUTH:482919",
          "name": "Jon Doe"
        }
      }
    }

This series of articles is a great place to start if you want to know more about GraphQL.

Why are we using GraphQL, anyway?

We just discussed how GraphQL demands that the client must ask the server for exactly what it wants. That means there is no unnecessary data retrieved from the server, like in case of REST where you would receive a huge response even when you need one field. Getting what new need and only what we need optimizes responses so that they’re speedy and predictable.

The client can ask the server for its schema via introspection. This schema can be used to build queries dynamically using an API explorer like GraphiQL. It also enables linting and auto-completing because every query can be built with and cross-checked against the GraphQL schema. As a front-end developer, this greatly enhances the DX as there is much less human error involved.

Since there is a single endpoint and every request is a POST request, GraphQL can avoid a lot of boilerplate since it doesn’t have to track endpoints, request payloads and response types. Response caching is much easier because every query response can be expected to be of a certain structure.

Furthermore, GraphQL has a well-defined spec for implementing real-time subscriptions. You do not have to come up with your own implementation details for building real-time servers. Build a server that complies with GraphQL’s real-time spec and any client can start consuming the real-time GraphQL APIs with ease.

GraphQL Terminology

I will be using some GraphQL terms in this post, so it’s worth covering a few of them here in advance.

  • Query: A GraphQL query is one that simply fetches data from the server.
  • Mutation: This is a GraphQL query that changes something on the server and fetches some data.
  • Subscription: This is a GraphQL query that subscribes the client to some changes on the server.
  • Query variables: These allow us to add parameters to a GraphQL query.

Getting back to the backend

Now that we have a cursory understanding of GraphQL, let’s start with modeling a backend. Our GraphQL backend would be a combination of Hasura GraphQL Engine and a custom GraphQL server. We will not go into the subtleties of code in this case.

Since Tic Tac Toe is a multiplayer game, there is a need to store state in the database. We will use Postgres as our database and Hasura GraphQL Engine as a GraphQL server that allows us to CRUD the data in Postgres over GraphQL.

Apart from CRUD on the database, we would also want to run some custom logic in the form of GraphQL mutations. We will use a custom GraphQL server for that.

Hasura describes itself quite nicely in its README file:

GraphQL Engine is a blazing-fast GraphQL server that gives you instant, realtime GraphQL APIs over Postgres, with webhook triggers on database events, and remote schemas for business logic.

Going a little deeper, Hasura GraphQL Engine is an open-source server that sits on top of a Postgres database and allows you to CRUD the data over real-time GraphQL. It works with both new and existing Postgres databases. It also has an access control layer that you can integrate with any auth provider. In this post though, we will not implement auth for the sake of brevity.

Let’s start by deploying an instance of Hasura GraphQL Engine to Heroku’s free tier that comes with a fresh Postgres database. Go ahead, do it; it is free and you do not need to enter your credit card details 🙂

Once you deploy, you will land up on the Hasura console which is the admin UI to manage your backend. Note that the URL you are at, is your GraphQL Engine URL. Lets start with creating our required tables.

user

A user table will store our users. To create the table, go to the „Data” tab on top and click on the „Create Table” button.

This table has an id column which is the unique identifier of each user and a name column that stores the user’s name.

board

The board table will store the game boards where all the action happens. We’ll spin up a new board for each game that starts.

Lets look at the columns of this table:

  • id: A unique UUID for each board that is auto generated
  • user_1_id: The user_id of the first user. This user by default plays X in the game
  • user_2_id: The user_id of the second user. This user by default plays O.
  • winner: This is a text field that is set to X or O once the winner has been decided.
  • turn: This is a text field that can be X or O and it stores the current turn. It starts with X.

Since user_1_id and user_2_id store the user IDs, let’s add a constraint on the board table that ensures user_1_id and user_2_id to be present in table user.

Go to the „Modify” tab in the Hasura board table and add the foreign keys.

Adding the foreign key on user_1_id. We’ll need to add a new foreign key on user_2_id as well.

Now, based on these relationships, we need to create a connection between these tables so that we can query the user information while querying the board.

Go to the „Relationships” tab in Hasura and create relationships called user1 and user2 for user_1_id and user_2_id based suggested relations.

move

Finally, we need a move table that stores the moves made by users on a board.

Let’s look at the columns:

  • id: The unique identifier of each move that is auto generated
  • user_id: The ID of the user that made the move
  • board_id: The ID of the board that the move was made on
  • position: The position where the move was made (i.e. 1-9)

Since user_id and board_id are foreign keys to user and board table, respectively. We must create these foreign key constraints just like we did above. Next, create the relationships as user for the foreign key on user_id and board for the foreign key on board_id. Then, we’ll go back to the board table’s „Relationship” tab and create the suggested relationship to move table. Call it moves.

We need a custom server

Apart from storing data in the database, we also want to perform custom logic. The logic? Whenever a user makes a move, the move must be validated, made before the turn must is switched.

In order to do that, we must run an SQL transaction on the database. I have written a GraphQL server that does exactly that that I’ve deployed on Glitch.

Now we have two GraphQL servers. But GraphQL spec enforces that there must be only one endpoint. For this purpose, Hasura supports remote schemas — i.e. you can provide an external GraphQL endpoint to Hasura and it will merge this GraphQL server with itself and serve the combined schema under a single endpoint. Let’s add this custom GraphQL server to our Hasura Engine instance:

  1. Fork the GraphQL server.
  2. Add an environment variable that is the connection to your Postgres database. To do that, go to https://dashboard.heroku.com, choose your app, go to „Settings” and reveal config vars.

A few more steps from there:

  1. Copy the value for the DATABASE_URL.
  2. Go to the GraphQL server you forked and paste that value in the .env file (POSTGRES_CONNECTION_STRING=<value>).
  3. Click on the „Show Live” button on top and copy the opened URL.

We’ll add this URL to GraphQL engine by adding it as a remote schema. Go to the „Remote Schemas” tab on top and click on the „Add” option.

We are done with setting up our backend!

Let’s work on the front end

I will not be going into the details of front-end implementation since y’all would choose to implement it in the framework of your choice. I’ll go ahead and provide all the required queries and mutations that you would need to build the game. Using these with the front-end framework of your choice will allow you to build a fully functional multiplayer Tic Tac Toe.

Setup

Apollo Client is the go-to library for client-side GraphQL. They have awesome abstractions for React, Vue, Angular, iOS, Android etc. It helps you save a lot of boilerplate and the DX is smooth. You might want to consider using Apollo client over doing everything from scratch.

Let’s discuss the queries and mutations that the client would need for this game.

Insert user

In the app that I built, I generated a random username for each user and inserted this name into the database whenever they open the app. I also stored the name and generated a user ID in local storage so that the same user does not have different usernames. The mutation I used is:

mutation ($name:String) {
  insert_user (
    objects: {
      name: $name
    }
  ) {
    returning {
      id
    }
  }
}

This mutation inserts an entry into the user table and returns the generated id. If you observe the mutation closely, it uses $name. This is called the query variable. When you send this mutation to the server along with the variables { "name": "bazooka"}, the GraphQL server would replace $name from the query variables, which in this case would be „bazooka.”

If you wish, you can implement auth and insert into this table with the username or the nickname.

Load all boards

To load all the boards, we run a GraphQL subscription:

subscription {
  board (
    where: {
      _and: {
        winner: {
          _is_null: true
        },
        user_2_id: {
          _is_null: true
        }
      }
    }
    order_by: {
      created_at: asc }
  ) {
    id
    user1 {
      id
      name
    }
    user_2_id
    created_at
    winner
  }
}

This subscription is a live query that returns the id, user1 along with their id and name (from the relationship), user_2_id, winner and created_at. We have set a where filter which fetches us only the boards without a valid winner and where user_2_id is null which means the board is is open for a player to join. Finally, we order these boards by their created_at timestamp.

Creating a board

Users can create boards for other people to join. To do that, they have to insert an entry into the boards table.

mutation ($user_id: Int) {
  insert_board (
    objects: [{
      user_1_id: $user_id,
      turn: "x",
    }]
  ) {
    returning {
      id
    }
  }
}

Joining a board

To join a board, a user needs to update the user_2_id of the board with their own user_id. The mutation looks like:

mutation ($user_id: Int, $board_id: uuid!) {
  update_board (
    _set: {
      user_2_id: $user_id
    },
    where: {
      _and: {
        id: {
          _eq: $board_id
        },
        user_2_id: {
          _is_null: true
        },
        user_1_id: {
          _neq: $user_id
        }
      }
    }
  ) {
    affected_rows
    returning {
      id
    }
  }
}

In the above GraphQL mutation, we are setting the user_2_id of a board to a user_id. We have also added additional checks such that this action succeeds only if the joining player is not the creator and the board is not already full. After the mutation, we ask for the number of affected rows.

In my app, after joining a board, I would redirect users to /play?board_id=<board_id>.

Subscribing to the board

When both users are in game, we need real-time updates about the moves of each player. So we must subscribe to the given board that is being played on and also the moves (through the relationship).

subscription($board_id: uuid!) {
  board: board_by_pk (id: $board_id) {
    id
    moves (order_by: { id: desc}) {
      id
      position
      user {
        id
        name
      }
      user_id
    }
    user1 {
      id
      name
    }
    user2 {
      id
      name
    }
    turn
    winner
  }
}

The above query subscribes the client to the board that is being played. Whenever a new move is played, the client will be updated with it.

Making a move

To make a move, we will be using the make_move mutation from our custom GraphQL server.

mutation (
  $board_id: String!,
  $position: Int!,
  $user_id: Int!
) {
  make_move (
    board_id: $board_id,
    position: $position,
    user_id: $user_id
  ) {
    success
  }
}

This mutation takes a board_id, position and user_id from query variables. It validates the move, makes the move and also switches the turn. In the end, it returns whether this transaction was successful or not.

Tic Tac Whoa!

And now you have a working game of Tic Tac Toe! You can implement any real-time multiplayer game with GraphQL subscriptions using the concepts we covered. Let me know if you have any questions and I would be happy to answer.

The post Multiplayer Tic Tac Toe with GraphQL appeared first on CSS-Tricks.

Multiplayer Tic Tac Toe with GraphQL

Post pobrano z: Multiplayer Tic Tac Toe with GraphQL

GraphQL is a query language for APIs that is very empowering for front-end developers. As the GraphQL site explains it, you describe your data, ask for what you want, and get predictable results.

If you haven’t worked with it before, GraphQL might be a little confusing to grok at first glance. So, let’s build a multiplayer tic-tac-toe game using it in order to demonstrate how it’s used and what we can do with it.

First thing we need is a backend for our APIs. We’re going to use Hasura GraphQL Engine along with a custom GraphQL server for this tutorial. We’ll look at the queries and mutations that the client-side needs to build the game. You can implement this kind of thing in whatever framework you wish, but we’re going with use React and Apollo for this tutorial.

Here’s what we’re making:

GitHub Repo

A brief GraphQL primer

GraphQL is a query language for APIs; a language with a syntax that defines a way to fetch data from the server. It works with any kind of API that is backed by a strong system that makes your codebase resilient. Some of the primary characteristics of GraphQL are:

  • The client can ask the server for what queries it supports (check out introspection for more).
  • The client must ask the server for exactly what it wants. It can’t ask for something like a wildcard (*) but rather exact fields. For example, to get a user’s ID and name, the GraphQL query would be something like:
    query {
      user {
        id
        name
      }
    }
  • Every query is made to a single endpoint and every request is a POST request.
  • Given a query, the structure of the response is enforced. For example, for the above query to get the id and name of a user object, a successful response would be something like:
    {
      "data": {
        "user": {
          "id": "AUTH:482919",
          "name": "Jon Doe"
        }
      }
    }

This series of articles is a great place to start if you want to know more about GraphQL.

Why are we using GraphQL, anyway?

We just discussed how GraphQL demands that the client must ask the server for exactly what it wants. That means there is no unnecessary data retrieved from the server, like in case of REST where you would receive a huge response even when you need one field. Getting what new need and only what we need optimizes responses so that they’re speedy and predictable.

The client can ask the server for its schema via introspection. This schema can be used to build queries dynamically using an API explorer like GraphiQL. It also enables linting and auto-completing because every query can be built with and cross-checked against the GraphQL schema. As a front-end developer, this greatly enhances the DX as there is much less human error involved.

Since there is a single endpoint and every request is a POST request, GraphQL can avoid a lot of boilerplate since it doesn’t have to track endpoints, request payloads and response types. Response caching is much easier because every query response can be expected to be of a certain structure.

Furthermore, GraphQL has a well-defined spec for implementing real-time subscriptions. You do not have to come up with your own implementation details for building real-time servers. Build a server that complies with GraphQL’s real-time spec and any client can start consuming the real-time GraphQL APIs with ease.

GraphQL Terminology

I will be using some GraphQL terms in this post, so it’s worth covering a few of them here in advance.

  • Query: A GraphQL query is one that simply fetches data from the server.
  • Mutation: This is a GraphQL query that changes something on the server and fetches some data.
  • Subscription: This is a GraphQL query that subscribes the client to some changes on the server.
  • Query variables: These allow us to add parameters to a GraphQL query.

Getting back to the backend

Now that we have a cursory understanding of GraphQL, let’s start with modeling a backend. Our GraphQL backend would be a combination of Hasura GraphQL Engine and a custom GraphQL server. We will not go into the subtleties of code in this case.

Since Tic Tac Toe is a multiplayer game, there is a need to store state in the database. We will use Postgres as our database and Hasura GraphQL Engine as a GraphQL server that allows us to CRUD the data in Postgres over GraphQL.

Apart from CRUD on the database, we would also want to run some custom logic in the form of GraphQL mutations. We will use a custom GraphQL server for that.

Hasura describes itself quite nicely in its README file:

GraphQL Engine is a blazing-fast GraphQL server that gives you instant, realtime GraphQL APIs over Postgres, with webhook triggers on database events, and remote schemas for business logic.

Going a little deeper, Hasura GraphQL Engine is an open-source server that sits on top of a Postgres database and allows you to CRUD the data over real-time GraphQL. It works with both new and existing Postgres databases. It also has an access control layer that you can integrate with any auth provider. In this post though, we will not implement auth for the sake of brevity.

Let’s start by deploying an instance of Hasura GraphQL Engine to Heroku’s free tier that comes with a fresh Postgres database. Go ahead, do it; it is free and you do not need to enter your credit card details 🙂

Once you deploy, you will land up on the Hasura console which is the admin UI to manage your backend. Note that the URL you are at, is your GraphQL Engine URL. Lets start with creating our required tables.

user

A user table will store our users. To create the table, go to the „Data” tab on top and click on the „Create Table” button.

This table has an id column which is the unique identifier of each user and a name column that stores the user’s name.

board

The board table will store the game boards where all the action happens. We’ll spin up a new board for each game that starts.

Lets look at the columns of this table:

  • id: A unique UUID for each board that is auto generated
  • user_1_id: The user_id of the first user. This user by default plays X in the game
  • user_2_id: The user_id of the second user. This user by default plays O.
  • winner: This is a text field that is set to X or O once the winner has been decided.
  • turn: This is a text field that can be X or O and it stores the current turn. It starts with X.

Since user_1_id and user_2_id store the user IDs, let’s add a constraint on the board table that ensures user_1_id and user_2_id to be present in table user.

Go to the „Modify” tab in the Hasura board table and add the foreign keys.

Adding the foreign key on user_1_id. We’ll need to add a new foreign key on user_2_id as well.

Now, based on these relationships, we need to create a connection between these tables so that we can query the user information while querying the board.

Go to the „Relationships” tab in Hasura and create relationships called user1 and user2 for user_1_id and user_2_id based suggested relations.

move

Finally, we need a move table that stores the moves made by users on a board.

Let’s look at the columns:

  • id: The unique identifier of each move that is auto generated
  • user_id: The ID of the user that made the move
  • board_id: The ID of the board that the move was made on
  • position: The position where the move was made (i.e. 1-9)

Since user_id and board_id are foreign keys to user and board table, respectively. We must create these foreign key constraints just like we did above. Next, create the relationships as user for the foreign key on user_id and board for the foreign key on board_id. Then, we’ll go back to the board table’s „Relationship” tab and create the suggested relationship to move table. Call it moves.

We need a custom server

Apart from storing data in the database, we also want to perform custom logic. The logic? Whenever a user makes a move, the move must be validated, made before the turn must is switched.

In order to do that, we must run an SQL transaction on the database. I have written a GraphQL server that does exactly that that I’ve deployed on Glitch.

Now we have two GraphQL servers. But GraphQL spec enforces that there must be only one endpoint. For this purpose, Hasura supports remote schemas — i.e. you can provide an external GraphQL endpoint to Hasura and it will merge this GraphQL server with itself and serve the combined schema under a single endpoint. Let’s add this custom GraphQL server to our Hasura Engine instance:

  1. Fork the GraphQL server.
  2. Add an environment variable that is the connection to your Postgres database. To do that, go to https://dashboard.heroku.com, choose your app, go to „Settings” and reveal config vars.

A few more steps from there:

  1. Copy the value for the DATABASE_URL.
  2. Go to the GraphQL server you forked and paste that value in the .env file (POSTGRES_CONNECTION_STRING=<value>).
  3. Click on the „Show Live” button on top and copy the opened URL.

We’ll add this URL to GraphQL engine by adding it as a remote schema. Go to the „Remote Schemas” tab on top and click on the „Add” option.

We are done with setting up our backend!

Let’s work on the front end

I will not be going into the details of front-end implementation since y’all would choose to implement it in the framework of your choice. I’ll go ahead and provide all the required queries and mutations that you would need to build the game. Using these with the front-end framework of your choice will allow you to build a fully functional multiplayer Tic Tac Toe.

Setup

Apollo Client is the go-to library for client-side GraphQL. They have awesome abstractions for React, Vue, Angular, iOS, Android etc. It helps you save a lot of boilerplate and the DX is smooth. You might want to consider using Apollo client over doing everything from scratch.

Let’s discuss the queries and mutations that the client would need for this game.

Insert user

In the app that I built, I generated a random username for each user and inserted this name into the database whenever they open the app. I also stored the name and generated a user ID in local storage so that the same user does not have different usernames. The mutation I used is:

mutation ($name:String) {
  insert_user (
    objects: {
      name: $name
    }
  ) {
    returning {
      id
    }
  }
}

This mutation inserts an entry into the user table and returns the generated id. If you observe the mutation closely, it uses $name. This is called the query variable. When you send this mutation to the server along with the variables { "name": "bazooka"}, the GraphQL server would replace $name from the query variables, which in this case would be „bazooka.”

If you wish, you can implement auth and insert into this table with the username or the nickname.

Load all boards

To load all the boards, we run a GraphQL subscription:

subscription {
  board (
    where: {
      _and: {
        winner: {
          _is_null: true
        },
        user_2_id: {
          _is_null: true
        }
      }
    }
    order_by: {
      created_at: asc }
  ) {
    id
    user1 {
      id
      name
    }
    user_2_id
    created_at
    winner
  }
}

This subscription is a live query that returns the id, user1 along with their id and name (from the relationship), user_2_id, winner and created_at. We have set a where filter which fetches us only the boards without a valid winner and where user_2_id is null which means the board is is open for a player to join. Finally, we order these boards by their created_at timestamp.

Creating a board

Users can create boards for other people to join. To do that, they have to insert an entry into the boards table.

mutation ($user_id: Int) {
  insert_board (
    objects: [{
      user_1_id: $user_id,
      turn: "x",
    }]
  ) {
    returning {
      id
    }
  }
}

Joining a board

To join a board, a user needs to update the user_2_id of the board with their own user_id. The mutation looks like:

mutation ($user_id: Int, $board_id: uuid!) {
  update_board (
    _set: {
      user_2_id: $user_id
    },
    where: {
      _and: {
        id: {
          _eq: $board_id
        },
        user_2_id: {
          _is_null: true
        },
        user_1_id: {
          _neq: $user_id
        }
      }
    }
  ) {
    affected_rows
    returning {
      id
    }
  }
}

In the above GraphQL mutation, we are setting the user_2_id of a board to a user_id. We have also added additional checks such that this action succeeds only if the joining player is not the creator and the board is not already full. After the mutation, we ask for the number of affected rows.

In my app, after joining a board, I would redirect users to /play?board_id=<board_id>.

Subscribing to the board

When both users are in game, we need real-time updates about the moves of each player. So we must subscribe to the given board that is being played on and also the moves (through the relationship).

subscription($board_id: uuid!) {
  board: board_by_pk (id: $board_id) {
    id
    moves (order_by: { id: desc}) {
      id
      position
      user {
        id
        name
      }
      user_id
    }
    user1 {
      id
      name
    }
    user2 {
      id
      name
    }
    turn
    winner
  }
}

The above query subscribes the client to the board that is being played. Whenever a new move is played, the client will be updated with it.

Making a move

To make a move, we will be using the make_move mutation from our custom GraphQL server.

mutation (
  $board_id: String!,
  $position: Int!,
  $user_id: Int!
) {
  make_move (
    board_id: $board_id,
    position: $position,
    user_id: $user_id
  ) {
    success
  }
}

This mutation takes a board_id, position and user_id from query variables. It validates the move, makes the move and also switches the turn. In the end, it returns whether this transaction was successful or not.

Tic Tac Whoa!

And now you have a working game of Tic Tac Toe! You can implement any real-time multiplayer game with GraphQL subscriptions using the concepts we covered. Let me know if you have any questions and I would be happy to answer.

The post Multiplayer Tic Tac Toe with GraphQL appeared first on CSS-Tricks.

Weekly Platform News: Improving UX on Slow Connections, a Tip for Writing Alt Text and a Polyfill for the HTML loading attribute

Post pobrano z: Weekly Platform News: Improving UX on Slow Connections, a Tip for Writing Alt Text and a Polyfill for the HTML loading attribute

In this week’s roundup, how to determine a slow connection, what we should put into alt text for images, and a new polyfill for the HTML loading attribute, plus more.

Detecting users on slow connections

Algolia is using the Network Information API (see the API’s Chrome status page) to detect users on slow connections — about 9% of their users — and make the following adjustments to ensure a good user experience:

  • increase the request timeout when the user performs a search query (a static timeout can cause a false positive for users on slow connections)
  • show a notification to the user while they’re waiting for search results (e.g., „You are on a slow connection. This might take a while.”)
  • request fewer search results to decrease the total response size
  • debounce queries (e.g., don’t send queries at every keystroke)
navigator.connection.addEventListener("change", () => {
  // effective round-trip time estimate in ms
  let rtt = navigator.connection.rtt;

  // effective connection type
  let effectiveType = navigator.connection.effectiveType;

  if (rtt > 500 || effectiveType.includes("2g")) {
    // slow connection
  }
});

(via Jonas Badalic)

Alt text should communicate the main point

The key is to describe what you want your audience to get out of the image rather than a simple description of what the image is.

<!-- BEFORE -->
<img alt="Graph showing the use of the phrase "Who you
          gonna call?" in popular media over time.">

<!-- AFTER -->
<img alt="Graph illustrating an 800% increase in the use
          of the phrase "Who you gonna call?" in popular
          media after the release of Ghostbusters on
          June 7th, 1984.">

(via Caitlin Cashin)

In other news…

  • There is a new polyfill for the HTML loading attribute that is used by wrapping the images and iframes that you want to lazy-load in <noscript> elements (via Maximilian Franzke).
  • WeChat, the Chinese multi-purpose app with over one billion monthly active users, hosts over one million „mini programs” that are built in a very similar fashion to web apps (essentially CSS and JavaScript) (via Thomas Steiner).
  • Microsoft has made 24 new (online) voices from 21 different languages available to the Speech Synthesis API in the preview version of Edge („these voices are the most natural-sounding voices available today”) (via Scott Low)

Read more news in my new, weekly Sunday issue. Visit webplatform.news for more information.

The post Weekly Platform News: Improving UX on Slow Connections, a Tip for Writing Alt Text and a Polyfill for the HTML loading attribute appeared first on CSS-Tricks.

Weekly Platform News: Improving UX on Slow Connections, a Tip for Writing Alt Text and a Polyfill for the HTML loading attribute

Post pobrano z: Weekly Platform News: Improving UX on Slow Connections, a Tip for Writing Alt Text and a Polyfill for the HTML loading attribute

In this week’s roundup, how to determine a slow connection, what we should put into alt text for images, and a new polyfill for the HTML loading attribute, plus more.

Detecting users on slow connections

Algolia is using the Network Information API (see the API’s Chrome status page) to detect users on slow connections — about 9% of their users — and make the following adjustments to ensure a good user experience:

  • increase the request timeout when the user performs a search query (a static timeout can cause a false positive for users on slow connections)
  • show a notification to the user while they’re waiting for search results (e.g., „You are on a slow connection. This might take a while.”)
  • request fewer search results to decrease the total response size
  • debounce queries (e.g., don’t send queries at every keystroke)
navigator.connection.addEventListener("change", () => {
  // effective round-trip time estimate in ms
  let rtt = navigator.connection.rtt;

  // effective connection type
  let effectiveType = navigator.connection.effectiveType;

  if (rtt > 500 || effectiveType.includes("2g")) {
    // slow connection
  }
});

(via Jonas Badalic)

Alt text should communicate the main point

The key is to describe what you want your audience to get out of the image rather than a simple description of what the image is.

<!-- BEFORE -->
<img alt="Graph showing the use of the phrase "Who you
          gonna call?" in popular media over time.">

<!-- AFTER -->
<img alt="Graph illustrating an 800% increase in the use
          of the phrase "Who you gonna call?" in popular
          media after the release of Ghostbusters on
          June 7th, 1984.">

(via Caitlin Cashin)

In other news…

  • There is a new polyfill for the HTML loading attribute that is used by wrapping the images and iframes that you want to lazy-load in <noscript> elements (via Maximilian Franzke).
  • WeChat, the Chinese multi-purpose app with over one billion monthly active users, hosts over one million „mini programs” that are built in a very similar fashion to web apps (essentially CSS and JavaScript) (via Thomas Steiner).
  • Microsoft has made 24 new (online) voices from 21 different languages available to the Speech Synthesis API in the preview version of Edge („these voices are the most natural-sounding voices available today”) (via Scott Low)

Read more news in my new, weekly Sunday issue. Visit webplatform.news for more information.

The post Weekly Platform News: Improving UX on Slow Connections, a Tip for Writing Alt Text and a Polyfill for the HTML loading attribute appeared first on CSS-Tricks.

The Making of an Animated Favicon

Post pobrano z: The Making of an Animated Favicon

It’s the first thing your eyes look for when you’re switching tabs.

That’s one way of explaining what a favicon is. The tab area is a much more precious screen real-estate than what most assume. If done right, besides being a label with icon, it can be the perfect billboard to represent what’s in or what’s happening on a web page.

The CSS-Tricks Favicon

Favicons are actually at their most useful when you’re not active on a tab. Here’s an example:

Imagine you’re backing up photos from your recent summer vacation to a cloud service. While they are uploading, you’ve opened a new tab to gather details about the places you went on vacation to later annotate those photos. One thing led to the other, and now you’re watching Casey Neistat on the seventh tab. But you can’t continue your YouTube marathon without the anxious intervals of checking back on the cloud service page to see if the photos have been uploaded.

It’s this type of situation where we can get creative! What if we could dynamically change the pixels in that favicon and display the upload progress? That’s exactly what we’ll do in this article.

In supported browsers, we can display a loading/progress animation as a favicon with the help of JavaScript, HTML <canvas> and some centuries-old geometry.

Jumping straight in, we’ll start with the easiest part: adding the icon and canvas elements to the HTML.

<head>
    <link rel="icon" type="image/png" href="" width=32px>
</head>

<body>
    <canvas width=32 height=32></canvas>
</body>

In practical use, you would want to hide the <canvas> on the page, and one way of doing that is with the HTML hidden attribute.

<canvas hidden width=32 height=32></canvas>

I’m going to leave the <canvas> visible on the page for you to see both the favicon and canvas images animate together.

Both the favicon and the canvas are given a standard favicon size: 32 square pixels.

For demo purposes, in order to trigger the loading animation, I’m adding a button to the page which will start the animation when clicked. This also goes in the HTML:

<button>Load</button>

Now let’s set up the JavaScript. First, a check for canvas support:

onload = ()=> {
  canvas = document.querySelector('canvas'),
  context = canvas.getContext('2d');
  if (!!context) {
      /* if canvas is supported */
  }
};

Next, adding the button click event handler that will prompt the animation in the canvas.

button = document.querySelector('button');
button.addEventListener('click', function() { 
    /* A variable to track the drawing intervals */
    n = 0, 
    /* Interval speed for the animation */
    loadingInterval = setInterval(drawLoader, 60); 
});

drawLoader will be the function doing the drawing at intervals of 60 milliseconds each, but before we code it, I want to define the style of the lines of the square to be drawn. Let’s do a gradient.

/* Style of the lines of the square that'll be drawn */
let gradient = context.createLinearGradient(0, 0, 32, 32);
gradient.addColorStop(0, '#c7f0fe');
gradient.addColorStop(1, '#56d3c9');
context.strokeStyle = gradient;
context.lineWidth = 8;

In drawLoader, we’ll draw the lines percent-wise: during the first 25 intervals, the top line will be incrementally drawn; in second quarter, the right line will be drawn; and so forth.

The animation effect is achieved by erasing the <canvas> in each interval before redrawing the line(s) from previous interval a little longer.

During each interval, once the drawing is done in the canvas, it’s quickly translated to a PNG image to be assigned as the favicon.

function drawLoader() {
  with(context) {
    clearRect(0, 0, 32, 32);
    beginPath();
    /* Up to 25% */
    if (n<=25){ 
      /*
        (0,0)-----(32,0)
      */
      // code to draw the top line, incrementally
    }
    /* Between 25 to 50 percent */
    else if(n>25 && n<=50){ 
      /*
        (0,0)-----(32,0)
                  |
                  |
                  (32,32)
      */
      // code to draw the top and right lines.
    }
    /* Between 50 to 75 percent */
    else if(n>50 && n<= 75){ 
      /*
        (0,0)-----(32,0)
                  |
                  |
        (0,32)----(32,32)
      */
      // code to draw the top, right and bottom lines.
    }
      /* Between 75 to 100 percent */
    else if(n>75 && n<=100){
      /*
        (0,0)-----(32,0)
            |      |
            |      |
        (0,32)----(32,32)
      */
      // code to draw all four lines of the square.
    }
    stroke();
  }
  // Convert the Canvas drawing to PNG and assign it to the favicon
  favicon.href = canvas.toDataURL('image/png');
  /* When finished drawing */
  if (n === 100) {
    clearInterval(loadingInterval);
    return;
  }
  // Increment the variable used to keep track of the drawing intervals
  n++;
}

Now to the math and the code for drawing the lines.

Here’s how we incrementally draw the top line at each interval during the first 25 intervals:

n = current interval, 
x = x-coordinate of the line’s end point at a given interval.
(y-coordinate of the end point is 0 and start point of the line is 0,0)

At the completion of all 25 intervals, the value of x is 32 (the size of the favicon and canvas.)

So…

x/n = 32/25
x = (32/25) * n

The code to apply this math and draw the line is:

moveTo(0, 0); lineTo((32/25)*n, 0);

For the next 25 intervals (right line), we target the y coordinate similarly.

moveTo(0, 0); lineTo(32, 0);
moveTo(32, 0); lineTo(32, (32/25)*(n-25));

And here’s the instruction to draw all four of the lines with the rest of the code.

function drawLoader() {
  with(context) {
    clearRect(0, 0, 32, 32);
    beginPath();
    /* Up to 25% of the time assigned to draw */
    if (n<=25){ 
      /*
        (0,0)-----(32,0)
      */
      moveTo(0, 0); lineTo((32/25)*n, 0);
    }
    /* Between 25 to 50 percent */
    else if(n>25 && n<=50){ 
      /*
        (0,0)-----(32,0)
                  |
                  |
                  (32,32)
      */
      moveTo(0, 0); lineTo(32, 0);
      moveTo(32, 0); lineTo(32, (32/25)*(n-25));
    }
    /* Between 50 to 75 percent */
    else if(n>50 && n<= 75){ 
      /*
        (0,0)-----(32,0)
                  |
                  |
        (0,32)----(32,32)
      */
      moveTo(0, 0); lineTo(32, 0);
      moveTo(32, 0); lineTo(32, 32);
      moveTo(32, 32); lineTo(-((32/25)*(n-75)), 32);
    }
      /* Between 75 to 100 percent */
    else if(n>75 && n<=100){
      /*
        (0,0)-----(32,0)
            |      |
            |      |
        (0,32)----(32,32)
      */
      moveTo(0, 0); lineTo(32, 0);
      moveTo(32, 0); lineTo(32, 32);
      moveTo(32, 32); lineTo(0, 32);
      moveTo(0, 32); lineTo(0, -((32/25)*(n-100)));
    }
    stroke();
  }

  // Convert the Canvas drawing to PNG and assign it to the favicon
  favicon.href = canvas.toDataURL('image/png');
  /* When finished drawing */
  if (n === 100) {
      clearInterval(loadingInterval);
      return;
  }
  // Increment the variable used to keep track of drawing intervals
  n++;
}

That’s all! You can see and download the demo code from this GitHub repo. Bonus: if you’re looking for a circular loader, check out this repo.

You can use any shape you want, and if you use the fill attribute in the canvas drawing, that’ll give you a different effect.

The post The Making of an Animated Favicon appeared first on CSS-Tricks.

Draggin’ and Droppin’ in React

Post pobrano z: Draggin’ and Droppin’ in React

The React ecosystem offers us a lot of libraries that all are focused on the interaction of drag and drop. We have react-dnd, react-beautiful-dnd, react-drag-n-drop and many more, but some of them require quite a lot of work to build even a simple drag and drop demo, and some do not provide you with more complex functionality (e.g. multiple drag and drop instances), and if they do, it becomes very complex.

This is where react-sortable-hoc comes into play.

💡 This tutorial requires basic knowledge of React library and React hooks.

This library has “HOC” in its name for a good reason. It provides higher-order components that extends a component with drag and drop functionality.

Let’s walk through an implementation of its functionalities.

Spinning up a project

For this tutorial we are going to build an app with funny GIFs that can be dragged around the viewport.

GitHub Repo

Let’s create a simple app and add drag-n-drop functionality to it. We’re going to use create-react-app to spin up a new React project:

npx create-react-app your-project-name

Now let’s change to the project directory and install react-sorting-hoc and array-move. The latter is needed to move items in an array to different positions.

cd your-project-name
yarn add react-sortable-hoc array-move

Adding styles, data and GIF component

For simplicity’s sake, we are going to write all styles in our App.css file. You can overwrite styles you have there with the following ones:

.App {
  background: #1a1919;
  color: #fff;
  min-height: 100vh;
  padding: 25px;
  text-align: center;
}

.App h1 {
  font-size: 52px;
  margin: 0;
}

.App h2 {
  color: #f6c945;
  text-transform: uppercase;
}

.App img {
  cursor: grab;
  height: 180px;
  width: 240px;
}

Let’s create our state with GIFs. For this purpose we gonna use React’s built-in useState hook:

import React, { useState } from 'react';

Now add following before the return statement:

const [gifs, setGifs] = useState([
  'https://media.giphy.com/media/3ohhwoWSCtJzznXbuo/giphy.gif',
  'https://media.giphy.com/media/l46CbZ7KWEhN1oci4/giphy.gif',
  'https://media.giphy.com/media/3ohzgD1wRxpvpkDCSI/giphy.gif',
  'https://media.giphy.com/media/xT1XGYy9NPhWRPp4pq/giphy.gif',
]);

It’s time to create our simple GIF component. Create a Gif.js file in the src directory and pass in the following code:

import React from 'react';
import PropTypes from 'prop-types';

const Gif = ({ gif }) => (<img src={gif} alt="gif" />)

Gif.propTypes = {
  gif: PropTypes.string.isRequired,
};

export default Gif;

We always try to follow the best practices while writing code; thus we also import PropTypes for type checking.

Import the Gif component and add it to the main App component. With a bit of clean up, it looks like this:

import React, { useState } from 'react';
import './App.css';

import Gif from './Gif';

const App = () => {
  const [gifs, setGifs] = useState([
    'https://media.giphy.com/media/3ohhwoWSCtJzznXbuo/giphy.gif',
    'https://media.giphy.com/media/l46CbZ7KWEhN1oci4/giphy.gif',
    'https://media.giphy.com/media/3ohzgD1wRxpvpkDCSI/giphy.gif',
    'https://media.giphy.com/media/xT1XGYy9NPhWRPp4pq/giphy.gif',
  ]);


  return (
    <div className="App">
      <h1>Drag those GIFs around</h1>
      <h2>Set 1</h2>
        {gifs.map((gif,  i) => <Gif key={gif} gif={gif} />)}
    </div>
  );
}

export default App;

Go to http://localhost:3000/ to see what the app looks like now:

A screenshot of react-sortable-hoc-article-app

Onto the drag-n-drop stuff

Alright, it’s time make our GIFs draggable! And droppable.

To start, we need two HOCs from react-sortable-hoc, and the >arrayMove method from the array-move library to modify our new array after dragging happens. We want our GIFs to stay on their new positions, right? Well, that’s what this is going to allow us to do.

Let’s import them:

import { sortableContainer, sortableElement } from 'react-sortable-hoc';
import arrayMove from 'array-move';

As you might have guessed, those components will be wrappers which will expose functionality needed for us.

  • sortableContainer is a container for our sortable elements.
  • sortableElement is a container for each single element we are rendering.

Let’s do the following after all our imports:

const SortableGifsContainer = sortableContainer(({ children }) => <div className="gifs">{children}</div>);
    
const SortableGif = sortableElement(({ gif }) => <Gif key={gif} gif={gif} />);

We’ve just created a container for our children elements that would be passed inside our SortableGifsContainer and also created wrapper for a single Gif component.
If it’s a bit unclear to you, no worries — you will understand right after we implement it.

💡Note: You need to wrap your children in a div or any other valid HTML element.

It’s time to wrap our GIFs into the SortableGifsContainer and replace the Gif component with our newly created SortableGif:

<SortableGifsContainer axis="x" onSortEnd={onSortEnd}>
  {gifs.map((gif, i) =>
    <SortableGif
    // don't forget to pass index prop with item index
      index={i}
      key={gif}
      gif={gif}
    />
  )}
</SortableGifsContainer>

It’s important to note that you need to pass the index prop to your sortable element so the library can differentiate items. It’s similar to adding keys to the lists in React).

We add axis because our items are positioned horizontally and we want to drag them horizontally, while default is vertical dragging. In other words, we’re limiting dragging along the horizontal x-axis. As you can see we also add an onSortEnd function, which triggers every time we drag or sort our items around. There are, of course, a lot more events but you can find more info in the documentation which already does an excellent job of covering them.

Time to implement it! Add the following line above the return statement:

const onSortEnd = ({ oldIndex, newIndex }) => setGifs(arrayMove(gifs, oldIndex, newIndex));

I want to explain one more thing: our function received an old and new index of the item which was dragged and, of course, each time after we move items around we modify our initial array with the help of arrayMove.

Tada! Now you know how to implement drag-n-drop in your project. Now go and do it! 🎉 🎉 🎉

What if we have multiple lists of items?

As you can see, the previous example was relatively simple. You basically wrap each of the items in a sortable HOC and wrap it around with sortableContainer and, bingo, you’ve got basic drag and drop.

But how will we do it with multiple lists? The good news is that react-sortable-hoc provides us with a collection prop so we can differentiate between lists.

First, we should add second array of GIFs:

const [newGifs, setNewGifs] = useState([
  'https://media.giphy.com/media/xiOgHgY2ceKhm46cAj/giphy.gif',
  'https://media.giphy.com/media/3oKIPuMqYfRsyJTWfu/giphy.gif',
  'https://media.giphy.com/media/4ZgLPakqTajjVFOVqw/giphy.gif',
  'https://media.giphy.com/media/3o7btXIelzs8nBnznG/giphy.gif',
]);

If you want to see them before we move next, add the following lines after the SortableGifsContainer closing tag:

{newGifs.map(gif => <Gif key={gif} gif={gif} />)}

Alright, time to replace it with a draggable version.

Implementation is the same as in first example besides one thing — we have added a collection prop to our SortableGif. Of course, you can come up with any name for the collection, just remember, we’re gonna need it in for our onSortEnd function.

<h2>Set 2</h2>

<SortableGifsContainer axis="x" onSortEnd={onSortEnd}>
  {newGifs.map((gif,  i) => <SortableGif index={i} key={gif} gif={gif} collection="newGifs" />)}
</SortableGifsContainer>

Next we need to add the collection prop to our first list. I’ve chosen the name GIFs for the first list of items, but it’s up to you!

Now we need to to change our onSortEnd function. Our function received old and new indexes, but we can also destructure a collection from it. Right, exactly the one we’ve added to our SortableGif.

So all we have to do now is write a JavaScript switch statement to check for the collection name and to modify the right array of GIFs on drag.

const onSortEnd = ({ oldIndex, newIndex, collection }) => {
  switch(collection) {
    case 'gifs':
      setGifs(arrayMove(gifs, oldIndex, newIndex))
      break;
    case 'newGifs':
      setNewGifs(arrayMove(newGifs, oldIndex, newIndex))
      break;
    default:
      break;
  }
}

Time to check it out!

As you can see, we now have two separate lists of GIFs and we can drag and sort. Moreover, they are independent meaning items from different lists won’t be mixed up.

Exactly what we wanted to do! Now you know how to create and handle drag and drop with multiple lists of items. Congratulations 🎉

Hope you’ve enjoyed it as much as I did writing it! If you’d like to reference the complete code, it’s all up on GitHub here. If you have any questions, feel free to contact me via email.

The post Draggin’ and Droppin’ in React appeared first on CSS-Tricks.

Draggin’ and Droppin’ in React

Post pobrano z: Draggin’ and Droppin’ in React

The React ecosystem offers us a lot of libraries that all are focused on the interaction of drag and drop. We have react-dnd, react-beautiful-dnd, react-drag-n-drop and many more, but some of them require quite a lot of work to build even a simple drag and drop demo, and some do not provide you with more complex functionality (e.g. multiple drag and drop instances), and if they do, it becomes very complex.

This is where react-sortable-hoc comes into play.

💡 This tutorial requires basic knowledge of React library and React hooks.

This library has “HOC” in its name for a good reason. It provides higher-order components that extends a component with drag and drop functionality.

Let’s walk through an implementation of its functionalities.

Spinning up a project

For this tutorial we are going to build an app with funny GIFs that can be dragged around the viewport.

GitHub Repo

Let’s create a simple app and add drag-n-drop functionality to it. We’re going to use create-react-app to spin up a new React project:

npx create-react-app your-project-name

Now let’s change to the project directory and install react-sorting-hoc and array-move. The latter is needed to move items in an array to different positions.

cd your-project-name
yarn add react-sortable-hoc array-move

Adding styles, data and GIF component

For simplicity’s sake, we are going to write all styles in our App.css file. You can overwrite styles you have there with the following ones:

.App {
  background: #1a1919;
  color: #fff;
  min-height: 100vh;
  padding: 25px;
  text-align: center;
}

.App h1 {
  font-size: 52px;
  margin: 0;
}

.App h2 {
  color: #f6c945;
  text-transform: uppercase;
}

.App img {
  cursor: grab;
  height: 180px;
  width: 240px;
}

Let’s create our state with GIFs. For this purpose we gonna use React’s built-in useState hook:

import React, { useState } from 'react';

Now add following before the return statement:

const [gifs, setGifs] = useState([
  'https://media.giphy.com/media/3ohhwoWSCtJzznXbuo/giphy.gif',
  'https://media.giphy.com/media/l46CbZ7KWEhN1oci4/giphy.gif',
  'https://media.giphy.com/media/3ohzgD1wRxpvpkDCSI/giphy.gif',
  'https://media.giphy.com/media/xT1XGYy9NPhWRPp4pq/giphy.gif',
]);

It’s time to create our simple GIF component. Create a Gif.js file in the src directory and pass in the following code:

import React from 'react';
import PropTypes from 'prop-types';

const Gif = ({ gif }) => (<img src={gif} alt="gif" />)

Gif.propTypes = {
  gif: PropTypes.string.isRequired,
};

export default Gif;

We always try to follow the best practices while writing code; thus we also import PropTypes for type checking.

Import the Gif component and add it to the main App component. With a bit of clean up, it looks like this:

import React, { useState } from 'react';
import './App.css';

import Gif from './Gif';

const App = () => {
  const [gifs, setGifs] = useState([
    'https://media.giphy.com/media/3ohhwoWSCtJzznXbuo/giphy.gif',
    'https://media.giphy.com/media/l46CbZ7KWEhN1oci4/giphy.gif',
    'https://media.giphy.com/media/3ohzgD1wRxpvpkDCSI/giphy.gif',
    'https://media.giphy.com/media/xT1XGYy9NPhWRPp4pq/giphy.gif',
  ]);


  return (
    <div className="App">
      <h1>Drag those GIFs around</h1>
      <h2>Set 1</h2>
        {gifs.map((gif,  i) => <Gif key={gif} gif={gif} />)}
    </div>
  );
}

export default App;

Go to http://localhost:3000/ to see what the app looks like now:

A screenshot of react-sortable-hoc-article-app

Onto the drag-n-drop stuff

Alright, it’s time make our GIFs draggable! And droppable.

To start, we need two HOCs from react-sortable-hoc, and the >arrayMove method from the array-move library to modify our new array after dragging happens. We want our GIFs to stay on their new positions, right? Well, that’s what this is going to allow us to do.

Let’s import them:

import { sortableContainer, sortableElement } from 'react-sortable-hoc';
import arrayMove from 'array-move';

As you might have guessed, those components will be wrappers which will expose functionality needed for us.

  • sortableContainer is a container for our sortable elements.
  • sortableElement is a container for each single element we are rendering.

Let’s do the following after all our imports:

const SortableGifsContainer = sortableContainer(({ children }) => <div className="gifs">{children}</div>);
    
const SortableGif = sortableElement(({ gif }) => <Gif key={gif} gif={gif} />);

We’ve just created a container for our children elements that would be passed inside our SortableGifsContainer and also created wrapper for a single Gif component.
If it’s a bit unclear to you, no worries — you will understand right after we implement it.

💡Note: You need to wrap your children in a div or any other valid HTML element.

It’s time to wrap our GIFs into the SortableGifsContainer and replace the Gif component with our newly created SortableGif:

<SortableGifsContainer axis="x" onSortEnd={onSortEnd}>
  {gifs.map((gif, i) =>
    <SortableGif
    // don't forget to pass index prop with item index
      index={i}
      key={gif}
      gif={gif}
    />
  )}
</SortableGifsContainer>

It’s important to note that you need to pass the index prop to your sortable element so the library can differentiate items. It’s similar to adding keys to the lists in React).

We add axis because our items are positioned horizontally and we want to drag them horizontally, while default is vertical dragging. In other words, we’re limiting dragging along the horizontal x-axis. As you can see we also add an onSortEnd function, which triggers every time we drag or sort our items around. There are, of course, a lot more events but you can find more info in the documentation which already does an excellent job of covering them.

Time to implement it! Add the following line above the return statement:

const onSortEnd = ({ oldIndex, newIndex }) => setGifs(arrayMove(gifs, oldIndex, newIndex));

I want to explain one more thing: our function received an old and new index of the item which was dragged and, of course, each time after we move items around we modify our initial array with the help of arrayMove.

Tada! Now you know how to implement drag-n-drop in your project. Now go and do it! 🎉 🎉 🎉

What if we have multiple lists of items?

As you can see, the previous example was relatively simple. You basically wrap each of the items in a sortable HOC and wrap it around with sortableContainer and, bingo, you’ve got basic drag and drop.

But how will we do it with multiple lists? The good news is that react-sortable-hoc provides us with a collection prop so we can differentiate between lists.

First, we should add second array of GIFs:

const [newGifs, setNewGifs] = useState([
  'https://media.giphy.com/media/xiOgHgY2ceKhm46cAj/giphy.gif',
  'https://media.giphy.com/media/3oKIPuMqYfRsyJTWfu/giphy.gif',
  'https://media.giphy.com/media/4ZgLPakqTajjVFOVqw/giphy.gif',
  'https://media.giphy.com/media/3o7btXIelzs8nBnznG/giphy.gif',
]);

If you want to see them before we move next, add the following lines after the SortableGifsContainer closing tag:

{newGifs.map(gif => <Gif key={gif} gif={gif} />)}

Alright, time to replace it with a draggable version.

Implementation is the same as in first example besides one thing — we have added a collection prop to our SortableGif. Of course, you can come up with any name for the collection, just remember, we’re gonna need it in for our onSortEnd function.

<h2>Set 2</h2>

<SortableGifsContainer axis="x" onSortEnd={onSortEnd}>
  {newGifs.map((gif,  i) => <SortableGif index={i} key={gif} gif={gif} collection="newGifs" />)}
</SortableGifsContainer>

Next we need to add the collection prop to our first list. I’ve chosen the name GIFs for the first list of items, but it’s up to you!

Now we need to to change our onSortEnd function. Our function received old and new indexes, but we can also destructure a collection from it. Right, exactly the one we’ve added to our SortableGif.

So all we have to do now is write a JavaScript switch statement to check for the collection name and to modify the right array of GIFs on drag.

const onSortEnd = ({ oldIndex, newIndex, collection }) => {
  switch(collection) {
    case 'gifs':
      setGifs(arrayMove(gifs, oldIndex, newIndex))
      break;
    case 'newGifs':
      setNewGifs(arrayMove(newGifs, oldIndex, newIndex))
      break;
    default:
      break;
  }
}

Time to check it out!

As you can see, we now have two separate lists of GIFs and we can drag and sort. Moreover, they are independent meaning items from different lists won’t be mixed up.

Exactly what we wanted to do! Now you know how to create and handle drag and drop with multiple lists of items. Congratulations 🎉

Hope you’ve enjoyed it as much as I did writing it! If you’d like to reference the complete code, it’s all up on GitHub here. If you have any questions, feel free to contact me via email.

The post Draggin’ and Droppin’ in React appeared first on CSS-Tricks.

Accessibility and web performance are not features, they’re the baseline

Post pobrano z: Accessibility and web performance are not features, they’re the baseline

This week I’ve been brooding about web performance and accessibility. It all began when Ethan Marcotte made a lot of great notes about the accessibility issues that are common with AMP:

In the recordings above, I’m trying to navigate through the AMP Story. And as I do, VoiceOver describes a page that’s impossible to understand: the arrows to go back or forward are simply announced as “button”; most images are missing text equivalents, which is why the screen reader spells out each and every character of their filenames; and when a story’s content is visible on screen, it’s almost impossible to access. I’d like to say that this one AMP Story was an outlier, but each of the nine demos listed on the AMP Stories website sound just as incomprehensible in VoiceOver.

Ethan continues to argue that these issues are so common in AMP that accessibility must not be a priority at all:

Since the beginning, Google has insisted AMP is the best solution for the web’s performance problem. And Google’s used its market dominance to force publishers to adopt the framework, going so far as to suggest that AMP’s the only format you need to publish pages on the web. But we’ve reached a point where AMP may “solve” the web’s performance issues by supercharging the web’s accessibility problem, excluding even more people from accessing the content they deserve.

I’ve been thinking a lot about this lately — about how accessibility work is often seen as an additional feature that can be tacked onto a project later — rather than accessibility work being a core principle or standard of working on the web.

And I’ve seen this sentiment expressed time and time again, in the frameworks, on Twitter, in the design process, in the development process, and so much so that arguing about the importance of accessibility can get pretty exhausting. Because at some point we’re not arguing about the importance of accessibility but the importance of front-end development itself as a series of worthy skills to have. Skills that can’t be replaced.

Similarly, this post by Craig Mod, on why software should be lightning fast, had me thinking along the same lines:

I love fast software. That is, software speedy both in function and interface. Software with minimal to no lag between wanting to activate or manipulate something and the thing happening. Lightness.

Later in the piece, Mod describes fast software as being the very definition of good software and argues that every action on a computer — whether that’s a website or an app — should feel as if you’re moving without any latency whatsoever. And I couldn’t agree more; every loading screen and wait time is in some degree a mark of failure.

Alex Russell made a similar point not so long ago when he looked at the performance of mobile phones and examined how everyone experiences the web in a very different way:

The takeaway here is that you literally can’t afford desktop or iPhone levels of JS if you’re trying to make good web experiences for anyone but the world’s richest users, and that likely means re-evaluating your toolchain.

I’m sort of a jerk when it comes to this stuff. I don’t think a website can be good until it’s fast. The kind of fast that takes your breath away. As fast as human thought, or even faster. And so my point here is that web performance isn’t something we should aspire to, it should be the standard. The status quo. The baseline that our work is judged by. It ought to be un-shippable until the thing is fast.

The good news is that it’s easier than ever to ship a website with these base requirements of unparalleled speed and accessibility! We have Page Speed Insights, and Web Page Test, not to mention the ability to have Lighthouse perform audits with every commit in GitHub automatically as we work. Ire Aderinokun showed us how to do this not so long ago by setting up a performance budget and learning how to stick to it.

The tools to make our websites fast and accessible are here but we’re not using them. And that’s what makes me mad.


While I’m on this rant — and before I get off my particularly high horse — I think it’s important to make note of Deb Chachra’s argument that “any sufficiently advanced negligence is indistinguishable from malice.” With that in mind, it’s not just bad software design and development if a website is slow. Performance and accessibility aren’t features that can linger at the bottom of a Jira board to be considered later when it’s convenient.

Instead we must start to see inaccessible and slow websites for what they are: a form of cruelty. And if we want to build a web that is truly a World Wide Web, a place for all and everyone, a web that is accessible and fast for as many people as possible, and one that will outlive us all, then first we must make our websites something else altogether; we must make them kind.

The post Accessibility and web performance are not features, they’re the baseline appeared first on CSS-Tricks.

Weekly Platform News: HTML Loading Attribute, the Main ARIA Specifications, and Moving from iFrame to Shadow DOM

Post pobrano z: Weekly Platform News: HTML Loading Attribute, the Main ARIA Specifications, and Moving from iFrame to Shadow DOM

In this week’s roundup of platform news, Chrome introduces a new attribute for loading, accessibility specifications for web developers, and the BBC moves visualizations to the Shadow DOM.

Chrome ships the loading attribute

The HTML loading attribute for lazy-loading images and iframes is now supported in Chrome. You can add loading="lazy" to defer the loading of images and iframes that are below the viewport until the user scrolls near them.

Google suggests either treating this feature as a progressive enhancement or using it on top of your existing JavaScript-based lazy-loading solution.

This feature has not yet been added to the HTML Standard (but there is an open pull request), and multiple links to Google’s documentation are listed on its Chrome Status page.

(via web.dev)


Overview of ARIA specifications

The main accessibility specifications for web developers:

Name Description
ARIA in HTML Defines which ARIA role, state, and property attributes are allowed on which HTML elements (the implicit ARIA semantics are defined here)
Using ARIA Provides practical advice on how to use ARIA in HTML, with an emphasis on dynamic content and advanced UI controls (the “five rules of ARIA use” are defined here)
ARIA (Accessible Rich Internet Applications) Defines the ARIA roles, states, and properties
ARIA Authoring Practices Provides general guidelines on how to use ARIA to create accessible apps (includes ARIA implementation patterns for common widgets)
HTML Accessibility API Mappings Defines how browsers map HTML elements and attributes to the operating system’s accessibility APIs
WCAG (Web Content Accessibility Guidelines) Provides guidelines for making web content more accessible (success criteria for WCAG conformance are defined here)

Related: “Contributing to the ARIA Authoring Practices Guide” by Simon Pieters and Valerie Young


Shadow DOM on the BBC website

The BBC has moved from <iframe> to Shadow DOM for the embedded interactive visualizations on its website. This has resulted in significant improvements in load performance (“more than 25% faster”).

The available Shadow DOM polyfills didn’t reliably prevent styles from leaking across the Shadow DOM boundary, so they decided to instead fall back to <iframe> in browsers that don’t support Shadow DOM.

Shadow DOM […] can deliver content in a similar way to iframes in terms of encapsulation but without the negative overheads […] We want encapsulation of an element whose content will appear seamlessly as part of the page. Shadow DOM gives us that without any need for a custom element.

One major drawback of this new approach is that CSS media queries can no longer be used to conditionally apply styles based on the content’s width (since the content no longer loads in a separate, embedded document).

With iframes, media queries would give us the width of our content; with Shadow DOM, media queries give us the width of the device itself. This is a huge challenge for us. We now have no way of knowing how big our content is when it’s served.

(via Toby Cox)


In other news…

  • The next version of Chrome will introduce the Largest Contentful Paint performance metric; this new metric is a more accurate replacement for First Meaningful Paint, and it measures when the largest element is rendered in the viewport (usually, the largest image or paragraph of text) (via Phil Walton)
  • Microsoft has created a prototype of a new tool for viewing a web page’s DOM in 3D; this tool is now experimentally available in the preview version of Edge (via Edge DevTools)
  • Tracking prevention has been enabled by default in the preview versions of Edge; it is set to balanced by default, which “blocks malicious trackers and some third-party trackers” (via Techdows)

Read more news in my new, weekly Sunday issue. Visit webplatform.news for more information.

The post Weekly Platform News: HTML Loading Attribute, the Main ARIA Specifications, and Moving from iFrame to Shadow DOM appeared first on CSS-Tricks.

Design Principles for Developers: Processes and CSS Tips for Better Web Design

Post pobrano z: Design Principles for Developers: Processes and CSS Tips for Better Web Design

It is technically true that anyone can cook. But there’s a difference between actually knowing how to prepare a delicious meal and hoping for the best as you throw a few ingredients in a pot. Just like web development, you might know the ingredients—<span>, background-color, .heading-1—but not everyone knows how to turn those ingredients into a beautiful, easy-to-use website.

Whenever you use HTML and CSS, you are designing—giving form and structure to content so it can be understood by someone else. People have been designing for centuries and have developed principles along the way that are applicable to digital interfaces today. These principles manifest in three key areas: how words are displayed (typography), how content is arranged (spacing), and how personalty is added (color). Let’s discover how to use each of these web design ingredients through the mindset of a developer with CSS properties and guidelines to take the guesswork out of web design.

Table of Contents

Typography

Websites that are easy to read don’t happen by mistake. In fact, Taimur Abdaal wrote an entire article on the topic that’s chock-full of advice for developers working with type. We’re going to focus specifically on two fundamental principles of design that can help you display words in a more visually pleasing and easy-to-read way: repetition and hierarchy.

Use repetition for consistency and maintainability

Repetition comes fairly naturally on the web thanks to the importance of reusability in software. For example, CSS classes allow you to define a particular style for text and then reuse that style across the site. This results in repeating, consistent text styles for similar content which helps users navigate the site.

If, for example, you are working on styles for a new paragraph, first consider if there is existing content that has a similar style and try to use the same CSS class. If not, you can create a new class with a generic name that can be repeated elsewhere in your site. Think .paragraph--emphasize as opposed to .footer__paragraph--emphasize or .heading-1 as opposed to .hero__site-title. The first examples can be used across your site as opposed to the second which are scoped to specific components. You can even add a prefix like text- to indicate that the class is used specifically for text styles. This method will reduce the CSS file size and complexity while making it much easier to update global styles in the future.

Left: The black text is similar but uses a slightly different font size and line height. Right: The black text uses the same styles and therefore can use the same CSS class. Reducing the amount of CSS needed and adding repetition and consistency.

In design, there are endless ways to experiment with styles. Designers can sometimes go a little crazy with their font styles by creating numerous slight variations of similar styles. However, in code, it’s valuable to restrict text styles to a minimum. Developers should urge designers to combine similar styles in order to reduce code weight and increase reusability and consistency.

These headings look very similar but are slightly different and would require three separate CSS classes to style them. They could probably be combined into one and styled with a single class.

Hierarchy provides a clear visual order to content

Hierarchy is something you really only notice when it’s not there. In typography, hierarchy refers to the visual difference between various pieces of text. It’s the distinction between headings, paragraphs, links, and other text styles. This distinction is made by choosing different fonts, colors, size, capitalization, and other properties for each type of text content. Good hierarchy makes complex information easier to digest and guides users through your content.

Left: Poor hierarchy. There’s not much differentiation in the size or color of the text to help users digest the content. Right: Better hierarchy that uses more variety in font size, color, and spacing to help users quickly navigate the content.

Out of the box, HTML provides some hierarchy (like how the font size of headings gets smaller as you go from <h1> to <h6>), but CSS opens the door for even more creativity. By giving <h1> tags an even larger font size, you can quickly establish greater difference in size between heading levels—and therefore more hierarchy. To create more variety, you can also change the color, text-align, and text-transform properties.

A comparison of the way HTML headings look without styles versus adding more contrast with CSS.

A note on choosing fonts

With typography, we need to make sure it is as easy to read as possible. The greatest overall factor in readability is the font you choose—which is a huge topic. There are many factors that determine how „readable” a font is. Some fonts are made specifically to be used as headings or short lines of text; these are called „display” fonts, and they often have more personality than fonts designed to be used for text. Unique flourishes and quirks make display fonts harder to read at small sizes and when part of a large paragraph. As a rule of thumb, use a more straightforward font for text and only use display fonts for headings.

Left: Examples of display fonts that work better as headings. Right: Examples of text fonts that are more readable and can be used for headings, paragraphs, and any other text that needs to be easy to read.

If you’re in a pinch and need a readable font, try Google Fonts. Add a paragraph of text to the preview field and size it roughly how it will display on your website. You can then narrow down your results to serif or sans-serif and scan the list of fonts for one that is easy to read. Roboto, Noto Sans, Merriweather, and PT Serif are all very readable options.

CSS properties for better readability

  • The main paragraph font-size should be between 16pxand 18px (1em and 1.25em) depending on the font you choose.
  • Manually set line-height (the vertical space between two lines of text) to make your text less cramped and easier to read. Start with line-height: 1.25 (that is 1.25 times the font-size) for headings and at least 1.5 for paragraphs (but no more than 1.9) and adjust from there. The longer the line of text, the larger the line-height should be. To keep your text flexible, avoid adding a unit to your line-height. Without a unit the line-height you set will be proportional to your font-size. For example, line-height: 1.5 and font-size: 18px would give you a line height of 27 pixels. If you changed your font size to font-size: 16px on smaller screens, the computed line height would then change to 24 pixels automatically.
Left: line-height is 1.1 for the heading and 1.2 for the paragraph, which is roughly the default setting. Right: line-height is 1.25 for the headings and 1.5 for the paragraph.
  • Pay attention to how many characters are in a line of text and aim for 45 and 75 characters long (including punctuation and spaces). Doing so reduces reading fatigue for your users by limiting the eye and head movement needed to follow a line of text. With the variable nature of the web, it’s impossible to completely control line length, but you can use max-width values and breakpoints to prevent lines of text from getting too long. Generally speaking, the shorter the line of text, the faster it will be to scan for quick reading. And don’t worry too much about counting the characters in every line. Once you do it a few times, you’ll develop a sense for what looks right.
Top: line length of around 125 characters. Bottom: line length of around 60 characters.

Spacing

After looking at typography, you can take a step back and examine the layout, or spacing, of your content. Movement and proximity are two design principles that relate to spacing.

Movement is about content flow

Movement refers to how your eye moves through the page or the flow of the page. You can use movement to direct a user’s eye in order to tell a story, point to a main action item, or encourage them to scroll. This is done by structuring the content within individual components and then arranging those components to form the layout of the page. By paying attention to how your eye moves through content, you can help users know where to look as they scan the page.

Unlike books, which tend to have very linear structure, websites can be more creative with their layout—in literally endless ways. It is important to make sure you are intentional with how you layout content and do so in a way which guides users through your content as easily as possible.

Three potential ways to arrange a heading, image, and button.

Consider these three examples above. Which is the easiest to follow? The arrangement on the left draws your eye off the screen to the left due to how the image is positioned which makes it hard to find the button. In the center option, it’s easy to skip over the headline because the image is too large in comparison. On the right, the heading draws your attention first and the image is composed so that it points to the main action item—the button.

White space is a helpful tool for creating strong movement, but it’s easy to use too much or too little. Think about how you are using it to direct the user’s eye and divide your content. When used well, users won’t notice the whitespace itself but will be able to better focus on the content you are presenting. For example, you can use whitespace to separate content (instead of a colored box) which results in a less cluttered layout.

Left: Using a graphic element to separate content and aligning images in the center. Right: Using whitespace to separate content and aligning images on the left to let the whitespace flow better around groups of related content and create a cleaner layout.

Proximity establishes relationships

When objects are closer together, they are perceived as being related. By controlling spacing around elements, you can imply relationships between them. It can be helpful to create a system for spacing to help build consistency through repetition and avoid the use of random numbers. This system is based off the default browser font size (1rem or 16px) and uses distinct values that cover most scenarios:

  • 0.25rem (4px)
  • 0.5rem (8px)
  • 1rem (16px)
  • 2rem (32px)
  • 4rem (64px)

You can use Sass or CSS variables so that the values are kept consistent across the project. A system might look like this—but use whatever you’re comfortable with because naming things is hard:

  • $space-sm
  • $space-med
  • $space-lg
  • $space-xl
  • $space-xxl
Left: A component with uneven spacing between elements. Right: A component that uses consistent spacing.

Color conveys personality and calls attention

Color greatly affects a website’s personality. When used well, it gives pages life and emotion; used poorly, it can distract from the content, or worse, make it inaccessible. Color goes hand in hand with most design principles. It can be used to create movement by directing users’ eyes and can be used to create emphasis by calling attention to the most important action items.

A note on choosing colors

With color, it can be hard to know where to start. To help, you can use a four-step process to guide your color choices and build a color palette for the site.

Step 1: Know your mood

You have to know the mood or attitude of your site and brand before choosing colors. Look at your content and decide what you are trying to communicate. Is it funny, informative, retro, loud, somber? Typically, you can boil down the mood of your site to a few adjectives. For example, you might summarize The North Face as adventurous and rugged while Apple would be minimalistic and beautiful.

Step 2: Find your main color

With your mood in mind, try to visualize a color that represents it. Start with the color’s saturation (how intense the color is) and brightness (how close the color is to white or black). If your mood is upbeat or flashy, a lighter (more saturated) color is probably best. If your mood is serious or reserved, a darker (less saturated) color is better.

Next, choose a hue. Hue refers to what most people think of as colors—where does is fall on the rotation of the color wheel? The hue of a color is what gives it the most meaning. People tend to associate hues with certain ideas. For instance, red is often associated with power or danger and green relates to money or nature. It can be helpful to look at similar websites or brands to see what colors they use—although you don’t need to follow their lead. Don’t be afraid to experiment!

Color wheel showing saturation and brightness versus hue.
Step 3: Add supporting colors

Sometimes, two or three main colors are needed, but this is not necessary. Think about the colors of different brands. Some use a single color, and others have a main color and one or two that support it. Coca-Cola uses its distinct red. IKEA is mostly blue with some yellow. Tide is orange with some blue and yellow. Depending on your site’s mood, you might need a few colors. Try using a tool like Adobe Color or Coolors), both of which allow you to add a main color and then try different color relationships, like complementary or monochromatic, to quickly see if any work well.

Step 4: Expand your palette

Now that you’ve narrowed things down and found your main color(s), it’s time to expand your scope with a palette that gives your project versatility and constraint—here’s a methodology I’ve found helpful. Tints and shades are the trick here. Tints are made by mixing your main color(s) with white, and shades are made by mixing with black. You can quickly create an organized system with Sass color functions:

$main-color:          #9AE799;

$main-color-lightest: lighten($main-color, 20%);
$main-color-lighter:  lighten($main-color, 15%);
$main-color-light:    lighten($main-color, 10%);

$main-color-dark:     darken($main-color, 40%);
$main-color-darker:   darken($main-color, 50%);
$main-color-darkest:  darken($main-color, 60%);
A palette of color options created with Sass color functions. Make sure to use percent values for the functions that create distinct colors—not too similar to the main color.

To round out your palette, you’ll need a few more colors, like a white and black. Try creating a „rich black” using a dark, almost black shade of your main color and, on the other end of the spectrum, pick a few light grays that are tinted with your main color. Tinting the white and black adds a little more personality to your page and helps create a cohesive look and feel.

Top: Basic white, gray, and black. Bottom: Tinted white, grays, and black to match the main color.

Last but not least, if you are working on an interactive product, you should add colors for success, warning, and error states. Typically a green, yellow, and red work for these but consider how you can adjust the hue to make them fit better with your palette. For example, if your mood is friendly and your base color is green, you might want to desaturate the error state colors to make the red feel less negative.

You can do this with the mix Sass color function by giving it your base color, the default error color, and the percentage of base color that you want to mix in with the error color. Adding desaturate functions helps tone down the colors:

$success: mix($base-color, desaturate(green, 50%), 50%);
$warning: mix($base-color, desaturate(yellow, 30%), 5%);
$error:   mix($base-color, desaturate(red, 50%), 20%);
Top: Default colors for success, warning, and error states. Bottom: Tinted and desaturated colors for the success, warning and error states.

When it comes to the web, there’s one color principle that you have to pay extra attention to: contrast. That’s what we’ll cover next.

Contrast

Color contrast—the difference in saturation, brightness, and hue between two colors—is an important design principle for ensuring the web is accessible to those with low vision or color blindness. By ensuring there is enough contrast between your text and whatever is behind it on your site will be more accessible for all sighted users. When looking at accessibility, be sure to follow the color contrast guidelines provided by W3C’s Web Content Accessibility Guidelines (WCAG). There are many tools that can help you follow these guidelines, including the inspect panel in Chrome’s dev tools.

By clicking on the color property in the Chrome Inspect tool, you can see the contrast ratio and whether it is passing.

Now, it’s time to put these principles to practice! You can use these processes and CSS tips to help take the guesswork out of design and create better solutions. Start with what you are familiar with, and eventually, the design principles mentioned here will become second nature.

If you’re looking for even more practical tips, Adam Wathan and Steve Schoger wrote about some of their favorites.

The post Design Principles for Developers: Processes and CSS Tips for Better Web Design appeared first on CSS-Tricks.