Tuesday, June 3, 2008

Create a Table Dynamically in ASP.NET 2.0 and ASP.NET 3.5

I had recently received a request from a dotnetcurry.com visitor about creating a dynamic table in ASP.NET. Now there are plenty of solutions available on the net. Most of the solutions I found, advised creating a dynamic table in the Page_Init() event, since the values of controls already exist in this event and can be used after a postback occurs. However this solution works best when the number of rows and columns are fixed, and then the table is created. But what if the number of rows and columns to be created, are to be accepted from the user, at runtime? In this article, we will explore how to accept the number of rows and columns from the user, create the table in the Page_Load() event and also retain the values on postback.
Whenever a control is added to the page dynamically, it is not persisted by default. That is because these ‘dynamically’ added controls are not automatically added to the page view state. Remember that for a dynamic control, the viewstate is available only after the post back occurs.
To elaborate on the above statement, the page is recreated each time it is posted back to the server. In other words, a new instance of the Page class is created and the class variables are set using the values from the ViewState. However during this recreation, the dynamically created controls are no longer available and hence the values are lost in the viewstate.
To override this behavior, you need to somehow make these controls available on each postback. One way of doing so, is to override the LoadViewState() method of the page. In the LoadViewState(), the view state data that had been saved from the previous page visit is loaded and recursively populated into the control hierarchy of the Page.
Why the LoadViewState()?
When the controls are added to page, it is done quiet early in the page event cycle. Hence the LoadViewState() gives you an ideal placeholder to recreate the controls. Since the LoadViewState() method is called before the Page_Load() event, re-adding controls in this method assures that the controls can be access and manipulated by the time any event occurs on them.
Why have you chosen to create and recreate the controls on Page_Load() instead of Page_Init()?
You can create dynamic controls in either the Page_Init() or Page_Load().
However as already explained in the introduction, we would be accepting the rows and columns from the user to create the table. Since these values would be available only after the user has entered the values in the two textboxes and clicked the button to cause a postback, the best suitable place is the Page_Load().
The second reason of choosing Page_Load() over Page_Init() is that in this example, we will be setting a flag on the ViewState to determine if the dynamic table has to be recreated or not. ViewState values are available during the Page_Load() and ‘not’ during the Page_Init() event.
Let us see some code now.
Step 1: Create a new ASP.NET application. Add two textboxes (txtRows and txtCols) and a button (btnGenerate) control to the page. The two textboxes will accept the number of Rows and Columns from the user. Based on the input in the textboxes, the table will be created dynamically on the button click. Also add a container element (to position the table) and a button (btnPost) to cause a postback the second time, once the table data is manipulated.
The mark up will look similar to the following:




Rows:

Cols:

















Step 2: The number of rows and columns for the table is to be taken from the user. For this purpose, we will accept the values in the Page_Load() event. We will create properties for both the rows and columns and store in the ViewState so that the data is available on the postback.
C#
// Rows property to hold the Rows in the ViewState
protected int Rows
{
get
{
return ViewState["Rows"] != null ? (int)ViewState["Rows"] : 0;
}
set
{
ViewState["Rows"] = value;
}
}

// Columns property to hold the Columns in the ViewState
protected int Columns
{
get
{
return ViewState["Columns"] != null ? (int)ViewState["Columns"] : 0;
}
set
{
ViewState["Columns"] = value;
}
}
protected void Page_Load(object sender, EventArgs e)
{
// Run only once a postback has occured
if (Page.IsPostBack)
{
//Set the Rows and Columns property with the value
//entered by the user in the respective textboxes
this.Rows = Int32.Parse(txtRows.Text);
this.Columns = Int32.Parse(txtCols.Text);
}

CreateDynamicTable();
}
VB.NET
' Rows property to hold the Rows in the ViewState
Protected Property Rows() As Integer
Get
If Not ViewState("Rows") Is Nothing Then
Return CInt(Fix(ViewState("Rows")))
Else
Return 0
End If
End Get
Set(ByVal value As Integer)
ViewState("Rows") = value
End Set
End Property

' Columns property to hold the Columns in the ViewState
Protected Property Columns() As Integer
Get
If Not ViewState("Columns") Is Nothing Then
Return CInt(Fix(ViewState("Columns")))
Else
Return 0
End If
End Get
Set(ByVal value As Integer)
ViewState("Columns") = value
End Set
End Property

Protected Sub Page_Load(ByVal sender As Object, ByVal e As EventArgs)
' Run only once a postback has occured
If Page.IsPostBack Then
'Set the Rows and Columns property with the value
'entered by the user in the respective textboxes
Me.Rows = Int32.Parse(txtRows.Text)
Me.Columns = Int32.Parse(txtCols.Text)
End If
CreateDynamicTable()

End Sub
Observe over here that the values of the Rows and Columns properties are set only after the user enters the values and clicks the button, which causes the postback. That is the reason why we are checking against the If(Page.IsPostBack).
Step 3: On the button click, create the dynamic table as shown below. The code has been commented to help you understand.
C#
protected void btnGenerate_Click(object sender, EventArgs e)
{
CreateDynamicTable();
}


private void CreateDynamicTable()
{
PlaceHolder1.Controls.Clear();

// Fetch the number of Rows and Columns for the table
// using the properties
int tblRows = Rows;
int tblCols = Columns;
// Create a Table and set its properties
Table tbl = new Table();
// Add the table to the placeholder control
PlaceHolder1.Controls.Add(tbl);
// Now iterate through the table and add your controls
for (int i = 0; i < tblRows; i++)
{
TableRow tr = new TableRow();
for (int j = 0; j < tblCols; j++)
{
TableCell tc = new TableCell();
TextBox txtBox = new TextBox();
txtBox.Text = "RowNo:" + i + " " + "ColumnNo:" + " " + j;
// Add the control to the TableCell
tc.Controls.Add(txtBox);
// Add the TableCell to the TableRow
tr.Cells.Add(tc);
}
// Add the TableRow to the Table
tbl.Rows.Add(tr);
}

// This parameter helps determine in the LoadViewState event,
// whether to recreate the dynamic controls or not

ViewState["dynamictable"] = true;
}

VB.NET
Protected Sub btnGenerate_Click(ByVal sender As Object, ByVal e As EventArgs)
CreateDynamicTable()
End Sub


Private Sub CreateDynamicTable()
PlaceHolder1.Controls.Clear()

' Fetch the number of Rows and Columns for the table
' using the properties
Dim tblRows As Integer = Rows
Dim tblCols As Integer = Columns
' Create a Table and set its properties
Dim tbl As Table = New Table()
' Add the table to the placeholder control
PlaceHolder1.Controls.Add(tbl)
' Now iterate through the table and add your controls
For i As Integer = 0 To tblRows - 1
Dim tr As TableRow = New TableRow()
For j As Integer = 0 To tblCols - 1
Dim tc As TableCell = New TableCell()
Dim txtBox As TextBox = New TextBox()
txtBox.Text = "RowNo:" & i & " " & "ColumnNo:" & " " & j
' Add the control to the TableCell
tc.Controls.Add(txtBox)
' Add the TableCell to the TableRow
tr.Cells.Add(tc)
Next j
' Add the TableRow to the Table
tbl.Rows.Add(tr)
Next i

' This parameter helps determine in the LoadViewState event,
' whether to recreate the dynamic controls or not

ViewState("dynamictable") = True
End Sub

Step 4: The last piece of code is to determine whether to recreate the controls based on the ViewState[“dynamictable”]. Here’s how it works. The first time the page loads, the LoadViewState() does not execute. The ViewState[“dynamictable”] flag is initialized once the button click occurs. When the postback occurs on the second button click (btnPost), it is then that our code written for overriding the LoadViewState() runs. The base.LoadViewState() instantiates the ViewState object. We then check the value of our ViewState flag, and based on the result, re-create our Table.
C#
// Check the ViewState flag to determine whether to
// rebuild your table again
protected override void LoadViewState(object earlierState)
{
base.LoadViewState(earlierState);
if (ViewState["dynamictable"] == null)
CreateDynamicTable();
}
VB.NET
' Check the ViewState flag to determine whether to
' rebuild your table again
Protected Overrides Sub LoadViewState(ByVal earlierState As Object)
MyBase.LoadViewState(earlierState)
If ViewState("dynamictable") Is Nothing Then
CreateDynamicTable()
End If
End Sub
That’s it. Run the code. Enter the number of Rows and Columns to be created and click the Generate button to create the table. Since the table contains textboxes in each cell, manipulate the text inside the table and hit the ‘Cause Postback’ button. Even after the postback, the values of the table control are retained.
Note: If multiple controls of the same type are created, remember to create them with the same ID's.

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Tuesday, May 20, 2008

What is Graphic Design?
2007 at 05.48 pm posted by Veerle
It seems to be embedded in human nature to try to label things to identify it. Labeling itself is not bad, but I’m talking about making things sound more fancy or smart. It’s already hard enough to get everybody on the same line when using well known terms. It’s all subjective and everybody has a different vision or interpretation.

Over exposure
We get bombarded with terms and definitions on a daily basis and new wordings are popping up regularly. That's why I want to focus on something that has been around for quite some time. Since it's been around that long it should be easy, right? So instead of reinventing new buzzwords, let's try to understand, define and describe those that have been around. Let's take Graphic Design for example.



What is Graphic Design?
My guess is that there will be many different interpretations. That's why I would like to run a little experiment here to see if I am right. What I am asking is to write down your thoughts of what Graphic Design is and means to you. However, there are a few rules: don't go Googling the term or look it up in a dictionary. I want what comes up in your mind without any influence from an outside source. So don't go cheating or looking at what others wrote :) I think when we compare it to the official definition it could prove to be interesting.

Saturday, May 17, 2008

ADLABS

Adlabs is by far the largest entertainment conglomerate in the country. Thought leaders in every sense of the word, we are the defining force in every sphere of the entertainment industry - production, distribution, processing or in cinemas - having started as a laboratory for processing ad films over three decades ago. Be it pioneering the concept of multiplexes, giving a corporate face to movie making, or introducing the IMAX experience, it has always been Adlabs first - in short, 'never a dull moment' for the industry.June 2005 marked the milestone in Adlabs when Reliance ADAG stepped into the company and became majority promoter shareholders. With this move Adlabs was catapulted to being part of one of the leading business groups in India with a combined market capitalisation exceeding one lakh crores.In 2006 Adlabs forayed into television content creation by becoming majority stakeholders of Siddhartha Basu's Synergy Communications, a leading player in quizzes and game shows in India for almost two decades. The new entity Synergy Adlabs continues to create exciting and varied fare in new genres for the exploding television industry in India.Management expertise and resources acted as catalysts in synergising various interrelated businesses: animation, distribution, radio and digital cinema to name a few. Today we are the entertainment hub for top notch talent and cutting edge technology.Founder: Adlabs was founded by Manmohan Shetty, widely accepted as a visionary in the Indian film industry. In 1978 along with Vasanji Mamania, he started Adlabs a small film processing unit that catered to ad films. In 1989, the firm entered mainstream cinema processing and has never looked back since. Today, we process around 70 percent of all Hindi films produced in India.Mr. Shetty pioneered many technological advances at Adlabs, including blowing up 16mm film to 35 mm and introducing advanced colour correction processes in India.An ardent film buff, he believed in nurturing talent and this led to a separate division for movie production. With the economy on the upswing, and fast-changing lifestyles in the metropolises, he also anticipated great scope for the multiplex business and made a timely entry into this segment in 2001 by launching India's first IMAX theatre in Mumbai. Today, Adlabs Cinemas are some of the country's most popular and premium entertainment destinations.

Friday, May 16, 2008

Photoshop Basics - Tutorials for Photoshop Beginners

Get started learning Adobe Photoshop with these beginner tutorials on tools, features, and basic techniques every new user should know. Learn how to crop, rotate, resize, create basic shapes, add text, understand layers, and more.
Photoshop CS2 Basics @ Shapes / Pen Tool / Paths (12) Painting Tools & Brushes (11)
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Use the Pattern Stamp Tool in Adobe Photoshop - VideoPhotoshop's pattern stamp tool lets you paint with a pattern in one of the Photoshop libraries or with a pattern that you create. Learn how to use the pattern stamp tool to edit your photos.
Fix Picture Imperfections with Adobe Photoshop Healing Brush[Video Tutorial] Would your pictures be perfect if you could just remove one or two blemishes? Well, with the Healing Brush in Adobe Photoshop, you can be your own professional air-brusher in just a few steps.
Fix Picture Imperfections with Adobe Photoshop Clone Tool[Video Tutorial] Would your pictures be perfect if you could just remove one or two blemishes? Well, with the Clone Tool in Adobe Photoshop, you can be your own professional air-brusher in just a few steps.
Adobe Photoshop Patch Tool[Video Tutorial] Would your pictures be perfect if you could just remove one or two obtrusive objects from the frame? Use Adobe Photoshop's Patch Tool to re-touch your digital pictures and photos in just a few steps.
Adobe Photoshop Shortcuts[Video Tutorial] Whether you're a professional graphic artist or you just want to re-touch your favorite photos, Adobe Photoshop Shortcuts can make your Photoshop workflow a great deal more efficient in just a few easy steps.
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Adobe Photoshop Magic Eraser Tool[Video Tutorial] Adobe Photoshop's Magic Eraser Tool provides you with a quick and easy way to change a picture's background or other color area with just a few clicks.
Adobe Photoshop Dodge Tool Brightening[Video Tutorial] Are some of your most precious memories stored on pictures that look too dark? Brighten or highlight parts of your digital pictures using the Adobe Photoshop Dodge Tool.
The Photoshop CS2 WorkspaceExplore the Photoshop CS2 workspace in this illustrated tutorial.
How to Straighten a Crooked Image with the Crop ToolHow to straighten a crooked image using the crop tool in Photoshop.
Adobe Photoshop Basics - Online CourseA series of self-paced online lessons for learning the basics of Adobe Photoshop version 5 through 7.
How to Fix Problems With Photoshop, ImageReady & ElementsIs Photoshop doing something strange that you just can't figure out? Then it may be time to trash your preferences! This simple procedure cures a good portion of Photoshop problems.
Rename Files With Adobe Photoshop or Photoshop ElementsHow to rename a series of files with the file browser in Photoshop 7 and up or Photoshop Elements 2 and up.
Rotate Crop ResizeThese basic functions are the first steps for preparing your photos for the Web. Learn how with step-by-step instuctions from your Guide.
Measure ToolThe measure tool provides information on distances and angle. Learn how you can use it to rotate images precisely.
Outline BorderSeveral techniques for adding a simple outline border to an image or selection. From the Graphics Software forum. Know a better way? Share it!
Add Custom Patterns and Save them as a Set Photoshop 6 ships with two sets of patterns that work with the fill tool and layer styles. But did you know you can add your own patterns and save them as a custom set? Here's how...
Customize the Picture Package Layouts in Photoshop 6 & 7I was always baffled by the fact that Photoshop's Picture Package command did not offer an option for three 4x6's on a page. Little did I know, it's extremely easy to customize these layouts and create your own just by editing a plain text file. These instructions also work for Photoshop Elements and Photoshop Album.
History Palette, Snapshots & History BrushAn overview of the new history features in Photoshop 5.5.
Transformations in Photoshop 5.5An overview of the new path and selection transformation features and the 3D Transofrm filter in Photoshop 5.5.
New Tools in Photoshop 5.5Take a look at the Magic Eraser, Background Eraser and Art History Brush in Photoshop 5.5.
A Metadata PrimerDetailed information about image metadata, especially as it pertains to Photoshop. By Jeff Schewe and Seth Resnick of Pixel Genius.
Adobe Photoshop Keyboard ShortcutsTrevor Morris offers keyboard shortcut cheat sheets in printer-friendly PDF files for several versions of Photoshop.
Anti AliasingUse this technique to smooth the edges of an object or mask. This site is not compatible with Netscape 4.
Beginners' Guide to Adobe PhotoShopA thirty-minutee tutorial covering the very basics of what you need to know before your start using Photoshop.
Camera RAW support in Photoshop CS2"Adobe Systems has enhanced the Camera RAW support in Photoshop CS2 to further refine your camera RAW editing capabilities. You can now open multiple images in the Camera RAW 3.0 window, edit them, and batch process them simultaneously."
ChannelsFrom the author: "What are channels, and why should you care? Because they give you the power to control the degree to which pixels are affected by everything you do."
Channels: What, When and Why?A closeup look at channels in Photoshop and Paint Shop Pro. Learn what a channel is, and how you can use channels to enhance images and create special effects.
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Dodge and BurnFrom the author: "Dodging and burning are techniques used by photographers during printing to increase or decrease exposure to particular areas of the image. The tools by this name in Photoshop have one big advantage over traditional burning and dodging techniques; they can be limited to shadows, midtones, or highlights."
DoodlingFrom the author: "The very best way to learn Photoshop, once you understand the basics well enough to find your way around, is to doodle. I'll show you how."
Dragging between two Photoshop filesFrom Eyeland Studio: "Check out these tips for dragging and dropping components of one interface or button to another."
Drop ShadowTwo ways to create drop shadows in Photoshop. This site is not compatible with Netscape 4.
Getting up to Speed with Photoshop 6"Features such as Fill layers, Layer clipping paths, and Layer sets may not be as alluring as Shape layers, but they could end up being the new tools you click most."
Gradient TransparencyLearn how to use transparency with gradient fills.
Guideline TipsTips for using the guidelines in Photoshop 4.0 and up.
Guides & GridsTips and tricks for using guides and grids in Photoshop 4 or higher.
Managing Digital Image Data"Workflow for handling image EXIF data and keeping track of exposure information."
OutlinesAdd an outline to text and shapes in Photoshop 4/5. This site is not compatible with Netscape 4.
Photoshop 7 Reference: ToolsA nice large diagram with linked descriptions of each tool in Photoshop 6.0
Photoshop 7 Reference: PalettesScreen shots with descriptions of all the palettes in Photoshop 6.0.
Photoshop 7 Workspace BasicsFrom the author: "This is a broad overview of the Photoshop 7 window, its main features, and a few of the more important menus.
Photoshop Beginner Tips A nice set of tips for beginners. Topics include basics, selecting, adjusting contrast, using curves, scanning negatives, rubberstamping, adjustments, sharpening, filters, and color.
Preserve Transparency ShortcutFrom Eyeland Studio: "Learn how to turn on and off Preserve Transparency with a simple keyboard shortcut."
Smart Objects - How to Work Smart In Photoshop"Many actions within Photoshop are destructive, which means that when you make an edit, you lose information. That's why using non-destructive Smart Objects is a wise choice. But they do call for a new way of thinking and working. This excerpt walks you through the steps with easy-to-follow visuals and focused tutorials." Download the PDF excerpt from "The Photoshop CS2 Speed Clinic."
Understanding Alpha ChannelsLearn about Photoshop's alpha channel for saving selections.
Understanding Color ChannelsLearn about Photoshop's color channels.
Understanding Image ChannelsFrom Designer-Info: "Tom Arah investigates

Wednesday, May 14, 2008

Learn HTML

8 Cheap and Easy Ways to Learn HTML
From Jennifer Kyrnin,Your Guide to Web Design / HTML.FREE Newsletter. Sign Up Now!
1. Take an Online Class: An online HTML class is an easy way to start learning HTML. This HTML class lets you learn at your own pace while still covering everything you need to know to create a great Web page.
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HTML Tutorial
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3. Study the HTML Tags: I learned HTML by reading as much as I could about the tags that I found on other people's Web pages. I studied tag libraries like I had a test the next day, and I learned HTML.
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4. Read all the beginning HTML articles you can find: Even if you don't know HTML yet, you can learn something by reading beginning HTML articles. They are typically written in a less formal style and are easier to understand. Then if you have questions, you can go back to the tag libraries and look up your answers.
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5. Read FAQs on HTML: Chances are, if you have a question about HTML, someone else has already asked it. Frequently Asked Questions are exactly that - frequently asked. But if you don't find your question in the basic HTML FAQ, you can always ask your question of other Web developers or the About Web Design / HTML Guide.
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6. Sign up for an HTML newsletter: Getting a free HTML newsletter is an easy way to start learning HTML and Web design. The Web Design / HTML newsletter comes once or twice a week and is filled with hints and tips for learning HTML and creating great Web sites.
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8. Read a Book: Books can be expensive, and Web design books can be very expensive, but they are a great resource for learning HTML. My favorite book for learning HTML is Learning Web Design by Jennifer Niederst.
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More HTML Tutorials
How to Build a Web Page for the Totally LostHow to Create a Web Page with HTMLFive Easy Steps to Creating Your Web Page
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How to Create a LinkAbsolute and Relative PathsCreating a Mailto Link
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HTML CommentsAdding Content Using NotepadUploading Images to Your Site
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Sunday, May 11, 2008

History of Animation

ART IN MOTION

The desire to animate is as old as art itself. Early man drew pictures on cave walls, attempting to depict motion by showing animals with multiple superimposed legs. The vases of ancient Greece with their gods and heroesand the friezes of Rome with their battling warriors and galloping steeds, also sought to capture, in static images, the dynamics of action. It was only in the 19th century, in the years leading up to the invention of the motion picture, that animated pictures became a real possibility.

Here is an extract from the book "Animation Art" that sums up the origin and evoltion of Animation as we know it now.

The early days of animation were filled with invention and novelty - on screen and behind the scenes. This was an era of experimentation, where techniques being created and refined. Brave newspaper cartoonists attempted to adapt their pen and ink creations to the moving screen - and most of them succeeded beyond their wildest dreams.

Standardization of production methods was quickly established, and then the storytellers, artists and film-makers took over. At first they told jokes, then proceeded to telling stories with original characters, classic fables and comic-strip adaptations. They tried live-action combined with animation, stop-motion, pixilation, silhouette animation, sound cartoons and colour. They then made documentaries, instructional films and pure visual art. But it was not easy...

Winsor McCay drew complete scenes - background settings and moving characters - for every frame of motion-picture film, and there were 24 frames per second. Earl Hurd improved upon this by drawing characters individually on celluloid (cels) over static background paintings. Raoul Barre created registration pegs so animator's drawings would align under the camera. Otto Mesmer animated characters that could think, while Walt Disney and Ub Iwerks gave their cartoon drawings real personality.

It was the beginning of a new visual medium where anything was possible. In thse pioneer days before sound, the artists sharpened their skills and created an industry.

OPTICAL TOYS - the precursor to animation

In the 17th to 19th centuries, simple animation devices were invented long before film projectors: the Thaumatrope, Phenakistoscope, Praxinoscope, Zoetrope, Stroboscope, Magic Lantern and Mutoscope. These were more complex versions of the flip book, often using drawings, paintings, photos, or slides on rotating card/s or cylinder. These "optical toys" tricked the eye into believing that the images were moving. The light source was often an oil lamp, light bulb, or none (natural light).

The Magic Lantern (1671)
The Magic Lantern was classed as the ancestor of the modern day projector. It consisted of a translucent oil painting and a simple lamp. When put together in a darkened room, the image would appear larger on a flat surface. Athanasius Kircher spoke about this originating from China in the 1600’s.

Thaumatrope (1824)
A Thaumatrope was a toy used in the Victorian era. It was a disk or card with two different pictures on each side is attached to two pieces of string. When the strings were twirled quickly between the fingers the two pictures appear to combine into a single image. The creator of this small but yet important invention is clouded. People believe that John Aryton Paris was the creator whereas others believe Charles Babbage was.

Phenakistoscope (1831)
One variant of the phenakistoscope was a spinning disc mounted vertically on a handle. Around the center of the disc a series of pictures was drawn corresponding to frames of the animation; around its circumference was a series of radial slits. The user would spin the disc and look through the moving slits at the disc's reflection in a mirror.

Zoetrope (1832)
A Zoetrope is a device which creates the image of a moving picture. This contraption was produced in 1834 by George Horner. The device is basically a cylinder with vertical slits around the sides. Around the inside edge of the cylinder there are a series of pictures on the opposite side to the slits. As the cylinder is spun, the user then looks through the slits producing the illusion of motion.

Praxinoscope (1877)
The Praxinoscope, invented by French scientist Charles-Émile Reynaud, was a more sophisticated version of the zoetrope. It used the same basic mechanism of a strip of images placed on the inside of a spinning cylinder, but instead of viewing it through slits, it was viewed in a series of stationary mirrors around the inside of the cylinder, so that the animation would stay in place, and also provided a clearer image. Reynaud also developed a larger version of the praxinoscope that could be projected onto a screen, called the Théâtre Optique.

Flip book (1868)
The first flip book was patented in 1868 by a John Barnes Linnet. This was another step closer to the development of animation. Like the Zoetrope, the Flip Book creates the illusion of motion. A set of sequential pictures seen at a high speed creates this effect.

and finally...

Film animation
The history of film animation began in the 1890s with the earliest days of silent films and continues through the present day. The first animated film was created by Charles-Émile Reynaud, inventor of the praxinoscope, an animation system using loops of 12 pictures. On October 28, 1892 at Musée Grévin in Paris, France he exhibited animations consisting of loops of about 500 frames, using his Théâtre Optique system - similar in principle to a modern film projector. This day is now observed as International Animation Day around the world.

The first animated work on standard picture film was Humorous Phases of Funny Faces (1906) by J. Stuart Blackton. It features a cartoonist drawing faces on a chalkboard, and the faces apparently coming to life.

Fantasmagorie, by the French director Émile Cohl (also called Émile Courtet), is also noteworthy. It was screened for the first time on August 17, 1908 at Théâtre du Gymnase in Paris. Émile Courtet later went to Fort Lee, New Jersey near New York City in 1912, where he worked for French studio Éclair and spread its technique in the US.

The first puppet-animated film was The Beautiful Lukanida (1912) by the Russian-born (ethnically Polish) director Wladyslaw Starewicz (Ladislas Starevich).

The first animated feature film was El Apóstol, made in 1917 by Quirino Cristiani from Argentina. He also directed two other animated feature films, including 1931's Peludopolis, the first to use synchronized sound. None of these, however, survive to the present day. The earliest-surviving animated feature, which used colour-tinted scenes, is the silhouette-animated Adventures of Prince Achmed (1926) directed by German Lotte Reiniger and French/Hungarian Berthold Bartosch. Walt Disney's Snow White and the Seven Dwarfs (1937), often considered to be the first animated feature when in fact at least eight were previously released, was the nevertheless first to use Technicolor and the first to become successful within the English-speaking world.

Saturday, May 10, 2008

Definitions of animation

Related phrases: flash animation gif animation suspended animation keyframe animation pixar animation studios original video animation toei animation dreamworks animation kyoto animation nippon animation
Definitions of animation on the Web:
the condition of living or the state of being alive; "while there's life there's hope"; "life depends on many chemical and physical processes"
the property of being able to survive and grow; "the vitality of a seed"
quality of being active or spirited or alive and vigorous
vivification: the activity of giving vitality and vigour to something
the making of animated cartoons
liveliness: general activity and motion wordnet.princeton.edu/perl/webwn
Animation is the rapid display of a sequence of images of 2-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision. This could be anything from a flip book to a motion picture film. en.wikipedia.org/wiki/Animation
A set of pictures simulating movement when played in series.www.eggheaddesign.co.uk/glossary.aspx
Originally, creation of the appearance of movement, such as in a cartoon, by flipping a series of gradually varying drawings in rapid sequence. Today, creating animation and cartoons is done more effectively using computers with appropriate graphics software and genlocking* hardware. ...www.kramerelectronics.com/glossary.asp
Animation is the creating of a timed sequence or series of graphic images or frames together to give the appearance of continuous movement.www.smallbiz.nsw.gov.au/smallbusiness/Technology+in+Business/Information+Technology/IT+Glossary/
a sequence of frames that, when played in order at sufficient speed, presents a smoothly moving image like a film or video. An animation can be digitized video, computer-generated graphics, or a combination.www.digitalsignagetoday.com/glossary.php
A collection of static images joined together and shown consecutively so that they appear to move.ahds.ac.uk/history/creating/guides/gis/sect101.html
Television cartoon is one example of animation, which is a simulation of movement created by displaying a series of pictures. Computer animation has become one of the most popular assets for multimedia presentations.www.veassociates.com/cpg--Terminology--659.aspx
display a series of still images in rapid succession to create the illusion of movementwww.unitedsd.net/uhs/Departments/Business/vocab.htm
It is referred to an image that changes over time. A simple example is Abacus logo where the red dot is moving up and down every several seconds.www.emerge-solutions.com/learning_glossary.htm
The use of computer instructions to simulate motion of an object on the screen through gradual, progressive movements.members.tripod.com/~rvbelzen/c128sg/glossary.htm
not more than 3 loops; refresh time not less than 2 secondswww.copewithcytokines.de/flyer.htm
Using single-frame filming of objects to create the impression of movement. Most animations will also belong to other categories – for example, drama, pilot.www.afc.gov.au/gtp/definitions.html
Automated visual movement created by and under the control of the software application that is displayed on a user interface. Note this definition does not include video, which is the result of differences in the images within individual video frames, and is not created by the display application.www.uspto.gov/web/offices/cio/s508/qrg_glossary.doc
(an·i·ma·tion) (an”Ä­-ma´shÉ™n) 1. the state of being alive. 2. liveliness of spirits.www.mercksource.com/pp/us/cns/cns_hl_dorlands.jspzQzpgzEzzSzppdocszSzuszSzcommonzSzdorlandszSzdorlandzSzdmd_a_42zPzhtm
Any change of a parameter over time. Generally refers to a change in position of the video frame, moving the video over a background while it plays.www.digitalpostproduction.com/Htm/Features/DigitalVideoGlossary.htm
Any process where multiple images are presented rapidly, giving the illusion of motion.www4.dogus.edu.tr/bim/bil_kay/pak_prog/shockwave/ch23.htm
Special treatment, such as moving units, flashing lights, rotations, etc., used to gain added attention.www.denow.com/6gloss/index.html
Use for person(s) responsible for the arts, techniques, and processes involved in photographically or electronically giving apparent movement to inanimate objects or drawings, often by means of photographing the objects or drawings one frame at a time, each time so slightly different that, when ...www.cinema.ucla.edu/CPM%20Voyager/relatorterms.html
A sequence of static images, once put together one after the other, form a moving image. There are normally 24 frames per second.www.stiltonstudios.net/glossary.htm
The process of combining images to give the illusion of movement. Anti-Aliasing- Smoothing or blending the transition of pixels in an image. Anti-aliasing the edges on a graphic image makes the edges appear smooth, not jagged.www.adigitaldreamer.com/2/graphicdesignglossary.htm
The creation of moving pictures in a three-dimensional digital environment. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps, filmed by a virtual "camera" and then output to video by a rendering ...www.motioncapturestudios.com/mocap_glossary.htm
The process of photographing drawings or objects a frame at a time; by changing a drawing or moving an object slightly before each frame is taken, the illusion of motion is realized.www.psu.edu/dept/inart10_110/inart10/film.html
Any process whereby artificial movement is created by photographing a series of drawings, objects, or computer images one by one. Small changes in position, recorded frame by frame, create the illusion of movement.www.personal.psu.edu/faculty/a/c/ach13/Asia/Glossary.htm
Technique by which inanimate objects seem to come alive by flashing a series of minutely changed images, called “cells,” at a rate which the brain interprets as movement. See also, Cell and Persistence of Vision.www.pbs.org/weta/myjourneyhome/teachers/glossary.html
A technique where successive still frames of a particular object appear to constitute a seamless sequence of movements.www.dartschool.com/mod/glossary/view.php
The process of taking a series of slightly different individual pictures or objects and stringing them together in sequence to give the appearance of continuous motion.www.cosi.org/files/File/press-releases/PK-Animation-Glossary.doc

Wednesday, May 7, 2008

How Top Bloggers Earn Money

Eric Nakagawa, a software developer in Hawaii, posted a single photo of a fat, smiling cat he found on the Internet, with the caption, "I can has cheezburger?" in January, 2007, at a Web site he created. It was supposed to be a joke. Soon after he posted a few more images in the same vein: cute cats with funny captions written in a silly, invented hybrid of Internet shorthand and baby-talk. Then he turned the site into a blog, so that visitors could comment on the postings. What happened after that would have been hard for anyone to predict.
"We just thought, O.K., they're funny,"Nakagawa says. "Suddenly we started getting hits. I was like, where are these coming from?"
An Accidental Entrepreneur
He saw traffic on the blog, I Can Has Cheezburger, which he runs with his partner, "Tofuburger" (she refuses to disclose her real name) double each month: 375,000 hits in March, 750,000 in April, 1.5 million in May. Cheezburger now gets 500,000 page views a day from between 100,000 and 200,000 unique visitors, according to Nakagawa. The cheapest ad costs $500 for a week. The most expensive goes for nearly $4,000. Nakagawa, an accidental entrepreneur who saw his successful business materialize out of the ether, quit his programming job at the end of May: "It made more sense to do this and see how big it could get."
Cheezburger's story is unusual in the upper reaches of the blogosphere in that the time between launching and reaching a critical mass of readers who sustain the site is so compressed. But many of the most popular bloggers have similar tales of starting out with a niche idea—an inside joke, a particular obsession—and watching it explode. Of course, most blogs linger in obscurity and are read by only a handful of people, and few ever reach the level Cheezburger has. What about a blog like Cheezburger lets it break away from the pack?
The initial appeal of the blog may have been a fluke, but its growth since then has been part of a tightly controlled experiment to help answer that question. Nakagawa and his partner constantly tweak the site to see what draws readers and what leaves them cold.
"We basically have a playground where people keep coming to play, so we're trying to create new games all the time,"Nakagawa says.
Building a Community
To drive traffic, they try to time their new posts with when people are most likely to be reading: in the mornings, on their lunch breaks, or in the evenings. Early on, when Nakagawa saw the site getting 1,000 page views a day, he added a widget that allows visitors to rate each post on a scale of one to five cheeseburgers. That helped boost traffic to 2,000.
Readers don't just rate or comment on the posts. They create them. Cheezburger depends on its fans to submit pictures, write funny captions, and send them in. Nakagawa has built a tool to let readers select a ready-made photo or upload their own, add and position captions, choose font styles, and submit a finished product. Any visitor can vote on the submissions, and the most popular ones make it to the main page. The function saves Nakagawa from having to find funny captions for photos, and it creates a lasting bond with readers.
That kind of interaction helps make I Can Has Cheezburger as much a community as a blog. A post by one user will inspire another to play off the theme, forming a narrative. "It's like you're creating a story supplied by people in the community, and then the people in the community supply the next part of the story,"Nakagawa says.
From Inside Joke to Job
The idea of building a community around content supplied by users sustains several top blogs, and most put the idea of community ahead of making money. For Heather Cocks and Jessica Morgan, who lampoon celebrity fashion on their blog, Go Fug Yourself, the fact that ad sales on their blog now pay their salaries has not changed what they set out to do from Day One: have fun. "It was one of these inside jokes that we thought was going to just stay an inside joke,"says Cocks.
Part of it has to do with the nature of the medium: Blogging creates a direct connection between authors and readers, a conversation with distinct voices carried out in comments and e-mails and other blogs. Nakagawa wants to see how big that conversation—not to mention his business—can get. "It's kind of like, how far can you take it?" he says.
To see a slide show on how top bloggers earn money, click here.

Tuesday, April 29, 2008

About 2D Animation

Pre – Production
 
Scene : A scene or script is a numbered part of a film script, which may be broken down into parts in longshot, medium-shot, close-up, etc by the director when shooting. A master scene is a fairly long length of the script, all under one number, which the director will certainly break down later. He or she may, however, take the whole of a master scene first, then shoot closeups of the various characters to cut in with this later. In animation the basic unit of continuous action, usually shot on one background, from which a film is built up.
Script : The detailed scene-by-scene instructions for a film or television production, including description of setting and action with dialogue and camera directions. When the script also has full details of visuals it is termed a 'storyboard'.
Storyboard : A form of shooting script common for animated films for many years and now usually used for commercials, even live-action ones. It consists of a series of sketches showing key positions for every scene, with dialogue and descriptive notes below. Still used in animation.
 
Production
 
2D Animation : The creation of moving pictures in a two-dimensional environment, such as through "traditional" cel animation or in computerized animation software. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps. The eye can be "fooled" into perceiving motion when these consecutive images are shown at a rate of 24 frames per second or faster. 3D
Animation : The creation of moving pictures in a three-dimensional digital environment. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps, filmed by a virtual "camera" and then output to video by a rendering engine. The eye can be "fooled" into perceiving motion when these consecutive images are shown at a rate of 24 frames per second or faster.
Character animation : The art of making an animated figure move like a unique individual; sometimes described as acting through drawings. The animator must "understand how the character's personality and body structure will be reflected in its movements.
Character model : A sheet of drawings defining the proportions, shape, clothing etc. of a character for the guidance of animators.
Computer animation : The technique of using computers to generate moving pictures. Some systems can achieve this in real-time (25 frames per second-or in the USA 30fps), but the majority of animation is created one frame at a time and then edited into a continuous sequence. Very sophisticated programs are required to perform the tasks of movement, fairing, perspective, hidden-surface removal, colouring, shading and illumination, and as the trend increases towards more realistic images, faster computers are needed to process the millions of computations required for each frame. The term "computer animation" covers a broad range of subjects, but overall can be defined as the creation of moving images through the use of computers. These images can be created in either a two-dimensional or three-dimensional space, and can be applied to web design, user interface design, application development, video games, movies, special effects, cartooning, and many others.
Computer graphics : Charts, diagrams, drawings and other pictorial representations that are computer generated.
Effects animation : The animation of non-character movements such as rain, smoke, lightning, water, etc.
Go-Motion : Similar to 'Stop-Motion', but the animation is produced by rods attached to the pupet/creature, which can be programmed by a computer to perform the required movement. The advantage over stop-motion is that a lot more realistic movement can be created, because the puppet/creature blurs slightly between each frame. The disadvantage is that the rods attached to the creature need to be hidden from view (e.g. using the blue-screen process)
In Between : The paper drawing of a figure that lies in sequence between two key positions drawn by an animator.
Key frame animation : The animator 'draws' directly onto the CRT display and produces a basic picture or cell. A number of these drawings can then be superimposed on one another to form a composite cell or key frame. Many of these key frames can be made up and stored in the computer to be called up and used as required. The action of the film can be created by stringing together the series of key frames, and introducing the desired movements between one frame and the next. Each key frame can be used over and over again by simply calling it repeatedly from the computer score.
Stop-Motion Animation : Moving a special effects puppet or model/creature a small amount and recording a single frame (or small number of frames) so that when the film is played back at a normal speed it appears to move. The disadvantage with this form of animation is that it can sometimes appear to 'strobe', partly due to the lack of blur between the frames.
Three-dimensional (3D) modeling : Geometrical descriptions of an object using polygons or solids in three dimensions (x,y,z coordinates) for the purpose of creating the illusion of height, width and depth.
 
Post Production
 
Edit : The process of assembling video clips, audio tracks, graphics and other source marerial into a presentable package.
Off-Line Edit : A "draft" edit, usually prepared in an off-line edit suite (at a lower cost), then taken to an on-line facility to make the final cut.
On-Line Edit : The final version of an edit, prepared in a professional edit facility.
Non-linear editing : An approach to video editing made possible by digital video recordings. As in word processing, video segments can be inserted between two existing segments without erasing either. Unlike the approach required when editing analog video , segments do not need to "laid down" in the sequence in which they will later be shown.
Off-line editing : The steps during the edit process when a preliminary selection of usable shots and scenes is made, and the tentative sequence of these elements is decided. This process is typically done with lower cost, simpler editing equipment than is found in a professional edit suite (where on-line editing is done). Using off-line editing can significantly reduce the total cost of a producation.
On-line editing : The steps during the edit process when the compilation of final program is done. When affordable, this is done in a professional edit suite with high quality equipment. If off-line editing had been done, the edit decision list from that phase guides the on-line edit process, typically minimizing the time and cost in the professional edit suite.
Post Production : The phases of production that occur after the recording, filming, or taping. This includes editing, mixing, effects, dubbing, compression, mastering, etc.
Render Farm : A group of computers which work together to perform the computation-intensive tasks of 3-D rendering.
 
Motion Capture
 
Mocap : The process of recording the data from human movement so that it can be used for 3D characters created on a computer. Mocap can be used for 3D animations for film, TV and games, and for special effects work. There are wireless, magnetic motion capture systems, and optical systems, which track markers attached to the animator.
Performance Capture : The recording of a performance, either human or animal, using a Motion Capture system (or similar technology) - difference being that you can motion capture a table, but it is cannot give a performance. Special Effects Blue (or Green)
Screen : A system that replaces a specified colour (blue in this case) with images from another source. This can either be done optically (eg. using film) or electronically (eg. in video, also known as Chroma-Key in video). Some computer systems look at pixel in the scene and determine whether to replace that pixel with the other video source. Better computer systems allow 'some' of the colour of the pixel from 1 image and 'some' from another image. The better systems could be take transparent objects (eg. bottles) or smoke and combine these with the images from another source.
Chroma-Key : Keying out parts of an image which contain a particular colour (or colours). Eg. replacing a blue or green background with images from another source.
Composite : To combine two or more individual images onto one piece of film by photographic or digital means. Early compositing was accomplished in the camera by masking part of the scene when filming, rewinding the film and removing the matte and shooting again to expose the previously masked portion. Digital compositing is commonplace, in which multiple film images are scanned into the computer, combined digitally, and output to a single piece of film.
Motion Control : Controling the motion of a camera or special effects object (eg. model space ship etc), using commands from a computer, so that the exact moves can be repeated as many times. This makes it easy to composite it (ie.combine it with another shot).
Rotoscoping : Drawing around something in the frame so that an effect can be applied to that part of the film. If an animated creature has to go behind something in the live action piece of film, that object can be drawn around so a matte can be created, so that the createure will not show over the top of that object. If the camera is moving, then each frame of film would have to be rotoscoped. If the camera is still, then the same matte can probably be used for all frames in that shot. Rotoscoping was first used by the Fleischers for making cartoons. The Fleischers invented the Rotoscope, which is a device for projecting live-action film on to paper frame by frame, so that the outline could be traced and used as a guide for the animation. The Rotoscope consists of an animation camera and a light source (usually using a prism behind the movement and the lamp house attached to the camera's open door) that projects a print through the camera's lense and the projected image is then traced to create a matte. The lamp house is then removed and the raw stock placed in the camera and the drawings are filmed through the same lense that projected the image. The resulting image will then fit the original image if the two strips of film are run bi-packed in the same projector movment (using an optical printer). In digital film effects work, rotoscoping refers to any drawn matte, as both images can be seen compisited while the matte is being drawn, so good results can be achieved.
Virtual Sets : Sets which are generated (at least partially) from data within a computer. Mostly used for TV work, these systems replace the real set (eg. an empty studio) with a computer generated set, allowing the actor/presenter to move in the foreground. eg. the background is 'keyed out' and replaced with the set which has been created in a 3D package (eg. Softimage or 3D Studio Max), and any camera movements will be duplicated by the 'virtual camera'. This will require a powerful computer, especially if it is to be done in real-time, for example a Silicon Graphics machine. The method of keeping track of the camera movement (so that it can be duplicated in the 3D computer set) is different for the various sytems. Some systems use a blue grid painted on the back wall of a studio of a known size. A red LED is projected onto the cameras and the actor/presenter so that they too can be tracked throughout the set.
Visual effects (also called optical or photographic effects) : Special effects achieved with the aid of photographic or digital technology, occurring after the principal photography, or main shooting, of a film. Includes miniatures, optical and digital effects, matte paintings, stop-motion animation, and computer-generated imagery (CGI).
Wire Removal : Removal of unwanted wires, rods, etc. from a piece of film by replacing them with what would have been seen if they weren't there (eg. the background). This can be done by replacing them with the same area from another frame in which the wires/rods were not visible, or by averaging the colours on either side of the wire and replacing it with the average.
 
New Media
 
A generic term for the many different forms of electronic communication that are made possible through the use of computer technology. The term is in relation to “old” media forms, such as print newspapers and magazines, that are static representations of text and graphics. New media includes:
Web sites
streaming audio and video
chat rooms
e-mail
online communities
Web advertising
DVD and CD-ROM media
virtual reality environments
integration of digital data with the telephone, such as Internet telephony
digital cameras
mobile computing
Use of the term new media implies that the data communication is happening between desktop and laptop computers and handhelds , such as PDAs , and the media they take data from, such as compact discs.

Monday, April 28, 2008

3D Animation

Diploma of 3D Computer Animation (NZQA Level 6, 160 credits)The modern world offers a kaleidoscope of 3-Dimensional content, from television advertising, to films, games and the Internet. The expansion of 3D content over recent years is primarily attributed to advancements in technology and software. The Diploma of 3D Computer Animation is a highly-specific course with significant focus on students developing animation capability that is fundamental to this industry. Under expert tuition of industry practitioners, students on the Diploma of 3D Computer Animation learn to conceptualize, develop, model, texture, animate and render complex animations based on industry techniques and processes utilising industry-standard software application, Autodesk Maya.The course begins with a 6-week stop-motion animation project introducing you to a real-life practical study of production right from the outset. Going forward skills developed during the Diploma include modeling, texture mapping, rigging, lighting, and character animation. Other techniques such as inverse and forward kinematics, morph targets, facial animation controllers and particles will be covered as well as post production techniques.During the last section of the qualification, students work individually on their 3D production and their final showreel.New from 2007: Graduate Fast Track - As 3D imagery becomes more sophisticated and complex, many graduates chose to build on their diploma level skills and increase their career opportunities and their value to the industry. 3D Graduates can apply to cross-credit their diploma components onto the final academic year of the Graduate Diploma of Advanced 3D Productions. Please refer to the course page for further details. Graduate Destinations
Graduates gain specialist 3D skills as modellers, lighting and rendering specialists, texture artists, animators for industries such as entertainment (film, gaming, television), advertising, engineering, and in new areas such as informational and reconstruction design in the medical, scientific, architectural and forensics fields. Graduate career industry positions can include 3D Animator, Storyboard Artist, Character Designer, Modeller, Lighting Artist, Texture Artist, 3D Artist.
Graduates of the Diploma of 3D Computer Animation may apply for study on the graduate programmes of game development (game art stream), advanced 3D productions, creative technologies (industry research and projects) or broaden their skills through further study on MDS diploma programmes. Graduates may apply for cross-crediting onto the advanced graduate diploma and commence at the qualification’s final year MDS 3D computer animation graduates have been employed by a range of companies including Sidhe Interactive, Animal Logic, Weta Digital, Right Hemisphere, Oktobor, La Luna Studios, Binary Star, Fat Animation. Media Design School reserves the right to modify or amend the curriculum and/or software applications without written notice.

Thursday, April 24, 2008

Learn HTML / CSS / XML

Learn HTML / CSS / XML
By Jennifer Kyrnin, About.com Guide to Web Design / HTML
Once you start building Web pages, you will want to learn the languages that build them. HTML is the building block of Web pages. CSS is the language used to make those Web pages pretty. And XML is the markup language for programming the Web. Understanding the basics of HTML and CSS will help you build better Web pages, even if you stick with WYSIWYG editors. And once you're ready, you can expand your knowledge to XML so that you can handle the information that makes all Web pages function. The information on this page will help you learn the languages that make up the Web.
What is HTML?
HTML Tutorial
HTML Tag Library
Reviews of HTML Editors
What is CSS?
CSS Tutorial
Style Properties
What is XML?
XML Tutorial
XML Specifications
What is HTML?
HTML, or HyperText Markup Language, is the basic building block of a Web page. These articles start with the basics of HTML. Even if you have very little experience with computers, if you're willing to take the time, you can learn HTML and start building your own Web pages.
Building a Web Page for the Totally Lost
What is HTML?
8 Cheap and Easy Ways to Learn HTML
How to Build a Basic Web Page
Five Easy Steps to Starting Your Web Page
Why are There Different Versions of HTML?
HTML Glossary
HTML Tutorial
If you want to learn HTML, you can take an online course or follow the steps in this tutorial to learn HTML.
Write HTML in Windows Notepad
Write HTML in Macintosh TextEdit
Basic HTML Tags
HTML Tags for Text
How to Add Headings, Bold, and Italics in HTML
Using HTML to Make Lists
Linking to Other Pages
Adding Images to Web Pages with HTML
Uploading Your Web Pages to the Internet
Free HTML Course
HTML Tag Library
HTML tags are the basics of HTML. Once you understand how HTML works, you'll want to know more about the tags and elements that you can use in your Web pages. The About.com HTML Tag Library provides information about HTML 4.01 tags and XHTML 1 elements as well as tags outside the specification. The HTML attributes covers all the attributes you can use in the tags. And the HTML codes let you put special characters into your Web pages.
HTML Tag Library
HTML Attributes
HTML Codes and Special Characters
HTML Tag References and Information
Reviews of HTML Editors
While many people use text editors to write their HTML, there are a lot of great software programs out there to help you write HTML.
Choose an HTML Editor
Before You Buy an HTML Editor
Business Case for Editor Types (WYSIWYG vs. Text)
The Best Text Editors for Windows
The Best Text Editors for Macintosh
What is CSS?
CSS, or Cascading Style Sheets, lets Web designers affect the look and feel of their Web pages. CSS is the way that you implement most design features in your Web pages. These articles explain the basics of CSS and how you can start learning to add style to your Web pages.
What is CSS?
Your First Style Sheet
CSS Step by Step
10 Tips to Learning CSS
CSS Tip of the Day
CSS Glossary
CSS Editors
More Beginning CSS Articles
CSS Tutorial
There is a free short course on learning CSS. This course takes you through the basics of CSS in 5 days. But if you want to go deeper into CSS or at a faster or slower pace, use this tutorial to walk through all the elements of Cascading Style Sheets.
Learn CSS in 5 Days - Free Class
The Basics of CSS
CSS Syntax
How to Add Styles to Web Pages
Modify Fonts with CSS
Adjust Text with CSS
The CSS Box Model
Backgrounds and CSS
CSS and Lists
CSS Positioning and Layout
Styling Tables, Frames, and Forms
Advanced CSS Topics
More CSS Help
Style Properties
Style properties are like tags in HTML. They are what make CSS do what it does. Once you understand how to put CSS in your documents, then you can start learning the many different properties in CSS versions 1, 2, and 3.
CSS 1 Properties
CSS 2 Properties
CSS 2 vs CSS 1 - What's The Difference?
CSS 2 Selectors
What is CSS 3?
CSS 3 Selectors That Work Right Now
CSS Pseudo Properties
CSS Selectors
What is XML?
XML, or eXtensible Markup Language, is a way to bring your HTML skills to a whole new level. By learning XML you learn how markup languages work. These articles explain the basics of XML and take you through why you might want to learn more about the eXtensible Markup Language.
What is XML?
Frequently Asked Questions about XML
Write Your First XML Document
Who Uses XML?
Origin and Design Goals of XML
XML Resource Center
XML Tutorial
The free XML class teaches you all about XML in a weekly email course over ten weeks. Or you can go through the articles here to learn more about XML at your own pace.
Free XML Class
Elements in XML
Attributes and XML
Making an XML Document Well-Formed
What is a DTD or Document Type Definition?
How do you use DTDs in Markup
XML Glossary
XML Articles
More XML Tutorials
XML Specifications
XML specifications are how XML is implemented in the real world. One XML specification you might recognize is XHTML. This is HTML re-written to be XML compliant. But there are also a lot of other specifications that you may have seen that are actually XML.
What is XHTML?
Write for Cell Phones and Handheld Devices with XHTML Basic, a Sub-set of XHTML
Introduction to XSL
What is XSLT?
The Difference Between CSS and XSLT
Start Learning XSL Formatting Objects (XSL-FO)
RSS - Really Simple Syndication is the Easiest XML Language to Learn
Learn to Write Privacy Policies with the P3P Specification
What is SOAP?
Write XML that Talks with VoiceXML
Introduction to XPath
Learn How to Use CDF to Push Your Content Out to Your Readers
More XML Specifications