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2 changes: 1 addition & 1 deletion CONTRIBUTING.md
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#### Linting edited files

To ensure that all MDN documents follow the same formatting, we use both [Prettier](https://www.prettier.io) and [Markdownlint](https://github.com/DavidAnson/markdownlint) to format and lint Markdown files. This helps us enforce uniform styling across all documents with minimal reviewer intervention.
To ensure that all MDN documents follow the same formatting, we use both [Prettier](https://www.prettier.io) and [MarkdownLint](https://github.com/DavidAnson/markdownlint) to format and lint Markdown files. This helps us enforce uniform styling across all documents with minimal reviewer intervention.

If you have a [local checkout](#forking-and-cloning-the-repository) of the repository and have [installed the dependencies](#preparing-the-project), or you are using [github.dev](https://github.dev), a pre-commit hook will be installed which automatically runs while making a commit. To save some headache and improve your work flow while authoring, you may wish to [configure your editor to automatically run Prettier](https://prettier.io/docs/en/editors.html). Alternatively, you may run `yarn fix:md` in the command line to manually format all Markdown files.

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6 changes: 5 additions & 1 deletion files/en-us/_redirects.txt
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/en-US/docs/Web/CSS/clamp() /en-US/docs/Web/CSS/clamp
/en-US/docs/Web/CSS/color-adjust /en-US/docs/Web/CSS/print-color-adjust
/en-US/docs/Web/CSS/color_value/color() /en-US/docs/Web/CSS/color_value/color
/en-US/docs/Web/CSS/color_value/color-contrast() /en-US/docs/Web/CSS/color_value/color-contrast
/en-US/docs/Web/CSS/color_value/color-contrast /en-US/docs/Web/CSS/color_value
/en-US/docs/Web/CSS/color_value/color-contrast() /en-US/docs/Web/CSS/color_value
/en-US/docs/Web/CSS/color_value/color-mix() /en-US/docs/Web/CSS/color_value/color-mix
/en-US/docs/Web/CSS/color_value/color_keywords /en-US/docs/Web/CSS/named-color
/en-US/docs/Web/CSS/color_value/device-cmyk() /en-US/docs/Web/CSS/color_value/device-cmyk
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/en-US/docs/Web/HTTP/Feature_Policy /en-US/docs/Web/HTTP/Permissions_Policy
/en-US/docs/Web/HTTP/Gecko_user_agent_string_reference /en-US/docs/Web/HTTP/Headers/User-Agent/Firefox
/en-US/docs/Web/HTTP/HTTP_response_codes /en-US/docs/Web/HTTP/Status
/en-US/docs/Web/HTTP/Headers/Accept-Charset /en-US/docs/Web/HTTP/Headers
/en-US/docs/Web/HTTP/Headers/Cache-Disposition /en-US/docs/Web/HTTP/Headers/Content-Disposition
/en-US/docs/Web/HTTP/Headers/Content-Security-Policy/Sources /en-US/docs/Web/HTTP/Headers/Content-Security-Policy#fetch_directive_syntax
/en-US/docs/Web/HTTP/Headers/Content-Security-Policy/navigate-to /en-US/docs/Web/HTTP/Headers/Content-Security-Policy
/en-US/docs/Web/HTTP/Headers/Content-Security-Policy/referrer /en-US/docs/Web/HTTP/Headers/Referrer-Policy
/en-US/docs/Web/HTTP/Headers/Content-Security-Policy/require-sri-for /en-US/docs/Web/HTTP/Headers/Content-Security-Policy
/en-US/docs/Web/HTTP/Headers/Cookie2 /en-US/docs/Web/HTTP/Headers/Cookie
/en-US/docs/Web/HTTP/Headers/Digest /en-US/docs/Web/HTTP/Headers/Content-Digest
/en-US/docs/Web/HTTP/Headers/Feature-Policy /en-US/docs/Web/HTTP/Headers/Permissions-Policy
/en-US/docs/Web/HTTP/Headers/Feature-Policy/accelerometer /en-US/docs/Web/HTTP/Headers/Permissions-Policy/accelerometer
/en-US/docs/Web/HTTP/Headers/Feature-Policy/ambient-light-sensor /en-US/docs/Web/HTTP/Headers/Permissions-Policy/ambient-light-sensor
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/en-US/docs/Web/HTTP/Headers/Ranges /en-US/docs/Web/HTTP/Headers/Range
/en-US/docs/Web/HTTP/Headers/Set-Cookie/SameSite /en-US/docs/Web/HTTP/Headers/Set-Cookie#samesitesamesite-value
/en-US/docs/Web/HTTP/Headers/Set-Cookie2 /en-US/docs/Web/HTTP/Headers/Set-Cookie
/en-US/docs/Web/HTTP/Headers/Want-Digest /en-US/docs/Web/HTTP/Headers/Want-Content-Digest
/en-US/docs/Web/HTTP/History_of_HTTP_versions /en-US/docs/Web/HTTP/Evolution_of_HTTP
/en-US/docs/Web/HTTP/Index /en-US/docs/Web/HTTP
/en-US/docs/Web/HTTP/Link_prefetching_FAQ /en-US/docs/Glossary/Prefetch
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19 changes: 0 additions & 19 deletions files/en-us/_wikihistory.json
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"modified": "2020-10-15T22:23:14.705Z",
"contributors": ["j9t", "Malvoz", "bershanskiy"]
},
"Web/HTTP/Headers/Accept-Charset": {
"modified": "2020-10-15T21:48:48.975Z",
"contributors": [
"mfuji09",
"Tigt",
"fscholz",
"ottaviano",
"Minstel",
"teoli"
]
},
"Web/HTTP/Headers/Accept-Encoding": {
"modified": "2020-12-04T01:30:23.076Z",
"contributors": [
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"modified": "2020-10-15T22:23:16.957Z",
"contributors": ["mfuji09", "darby", "bershanskiy"]
},
"Web/HTTP/Headers/Digest": {
"modified": "2020-10-15T22:21:39.013Z",
"contributors": ["ioggstream", "wbamberg"]
},
"Web/HTTP/Headers/ETag": {
"modified": "2020-10-15T21:48:49.703Z",
"contributors": [
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"teoli"
]
},
"Web/HTTP/Headers/Want-Digest": {
"modified": "2020-10-15T22:21:41.704Z",
"contributors": ["wbamberg"]
},
"Web/HTTP/Headers/Warning": {
"modified": "2020-10-15T21:48:41.051Z",
"contributors": ["chrisdavidmills", "janslow", "PotHix", "fscholz"]
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There are various tools to choose from depending on your skills, preferred frameworks or target platforms. It's all about picking the best tool for your particular task.

- [Ejecta](https://impactjs.com/ejecta) — a tool specifically for packaging games created with [the ImpactJS](https://impactjs.com/) framework for iOS, built by the ImpactJS author. It provides seamless integration with ImpactJS, but it supports only one framework and app store.
- [NW.js](https://nwjs.io/) — formerly known as Node-Webkit, this is the first choice when it comes to building a desktop game that works on Windows, Mac and Linux. The distributions are packaged with the WebKit engine to provide rendering on any platform.
- [NW.js](https://nwjs.io/) — formerly known as Node-WebKit, this is the first choice when it comes to building a desktop game that works on Windows, Mac and Linux. The distributions are packaged with the WebKit engine to provide rendering on any platform.

Other alternative tools are:

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![Camera](mdn-games-3d-camera.png)

**Projection transformation** (also called perspective transformation) then defines the camera settings. It sets up what can be seen by the camera — the configuration includes _field of view_, _aspect ratio_ and optional _near_ and _far planes_. read the [Camera paragraph](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Three.js#camera) in the Three.js article to learn about those.
**Projection transformation** (also called perspective transformation) then defines the camera settings. It sets up what can be seen by the camera — the configuration includes _field of view_, _aspect ratio_ and optional _near_ and _far planes_. Read the [Camera paragraph](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Three.js#camera) in the Three.js article to learn about those.

![Camera settings](mdn-games-3d-camera-settings.png)

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2 changes: 1 addition & 1 deletion files/en-us/glossary/algorithm/index.md
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For example:

- A cooking recipe is a simple algorithm for humans.
- A cooking recipe is an algorithm for humans.
- A sorting algorithm is often used in computer programming to explain to a machine how to sort data.

Common algorithms are Pathfinding algorithms such as the optimization [Traveling Salesman Problem](https://optimization.cbe.cornell.edu/index.php?title=Traveling_salesman_problem), [Tree Traversal algorithms](https://brilliant.org/wiki/traversals/), and so on.
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2 changes: 1 addition & 1 deletion files/en-us/glossary/authenticator/index.md
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An **authenticator** is an entity that can perform the cryptographic operations needed to register and authenticate users, and securely store the cryptographic keys used in these operations.

An authenticator might be implemented in hardware or software. It may be integrated into the device, like the [Touch ID](https://en.wikipedia.org/wiki/Touch_ID) system in Apple devices or the [Windows Hello](https://en.wikipedia.org/wiki/Windows_10#System_security) system, or it might be a removable module like a [Yubikey](https://en.wikipedia.org/wiki/YubiKey).
An authenticator might be implemented in hardware or software. It may be integrated into the device, like the [Touch ID](https://en.wikipedia.org/wiki/Touch_ID) system in Apple devices or the [Windows Hello](https://en.wikipedia.org/wiki/Windows_10#System_security) system, or it might be a removable module like a [YubiKey](https://en.wikipedia.org/wiki/YubiKey).

The [Web Authentication API](/en-US/docs/Web/API/Web_Authentication_API) makes authenticators available to websites as part of the [Credential Management API](/en-US/docs/Web/API/Credential_Management_API). This enables websites to use authenticators to generate {{glossary("credential", "credentials")}} based on {{glossary("public-key cryptography")}}, which can then be used to sign users into websites.

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2 changes: 1 addition & 1 deletion files/en-us/glossary/bezier_curve/index.md
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## See also

- [Bézier curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve) on Wikipedia
- [Cubic Bézier easing functions in CSS](/en-US/docs/Web/CSS/easing-function#using_the_cubic-bezier_function)
- [Cubic Bézier easing functions in CSS](/en-US/docs/Web/CSS/easing-function/cubic-bezier)
- {{SVGAttr("keySplines")}} SVG attribute
10 changes: 5 additions & 5 deletions files/en-us/glossary/blink_element/index.md
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{{GlossarySidebar}}

The **`<blink>` element** (blink tag) is an obsolete HTML feature no longer supported by web browsers, and no longer documented on MDN. It was used make text content blink on and off (flash) continually.
The **`<blink>` element** (blink tag) is an obsolete HTML feature no longer supported by web browsers and no longer documented on MDN. It was used to make text content blink on and off (flash) continually.

## Brief history

In the early days of the web (the early- to mid-90s), there were not many features available for styling web pages. The [CSS](/en-US/docs/Web/CSS) specification (version 1) was first released in 1996, and not adopted consistently by browsers until much later. Before CSS, browsers experimented with several features to make particular text sections stand out and grab the user's attention if desired. The `<blink>` element was one of these, introduced in early versions of [Netscape Navigator](/en-US/docs/Glossary/Netscape_Navigator); [Internet Explorer's](/en-US/docs/Glossary/Microsoft_Internet_Explorer) {{htmlelement("marquee")}} element was another one.
In the early days of the web (the early- to mid-90s), there were not many features available for styling web pages. The [CSS](/en-US/docs/Web/CSS) specification (version 1) was first released in 1996 and not adopted consistently by browsers until much later. Before CSS, browsers experimented with several features to make particular text sections stand out and grab the user's attention. The `<blink>` element was one of these, introduced in early versions of [Netscape Navigator](/en-US/docs/Glossary/Netscape_Navigator); [Internet Explorer's](/en-US/docs/Glossary/Microsoft_Internet_Explorer) {{htmlelement("marquee")}} element was another.

The `<blink>` element was apparently created after a conversation in a bar in Mountain View between Netscape engineer [Lou Montulli](https://en.wikipedia.org/wiki/Lou_Montulli) and colleagues. When he went into the office the next morning, he found that one of his fellow engineers have stayed up all night and implemented it ([read the story here](https://web.archive.org/web/20220331020029/http://www.montulli.org/theoriginofthe%3Cblink%3Etag)).
The `<blink>` element was apparently created after a conversation in a bar in Mountain View between Netscape engineer [Lou Montulli](https://en.wikipedia.org/wiki/Lou_Montulli) and colleagues. When he went into the office the next morning, he found that one of his fellow engineers had stayed up all night and implemented it ([read the story here](https://web.archive.org/web/20220331020029/http://www.montulli.org/theoriginofthe%3Cblink%3Etag)).

While initially popular, `<blink>` became much maligned because of overuse; many people found it annoying. More importantly, it degrades readability, and can be particularly problematic for users with visual impairments or [cognitive disorders](/en-US/docs/Web/Accessibility/Cognitive_accessibility) such as epilepsy or ADHD. It can be disorienting or, in the worst cases, even [trigger seizures](/en-US/docs/Web/Accessibility/Seizure_disorders).
While initially popular, `<blink>` became much maligned because of overuse; many people found it annoying. More importantly, it degrades readability and can be particularly problematic for users with visual impairments or [cognitive disorders](/en-US/docs/Web/Accessibility/Cognitive_accessibility) such as epilepsy or ADHD. It can be disorienting or, in the worst cases, even [trigger seizures](/en-US/docs/Web/Accessibility/Seizure_disorders).

`<blink>` was never properly specified, and never achieved significant cross-browser support. It can be considered a piece of web history.
`<blink>` was never properly specified and never achieved significant cross-browser support. It can be considered a piece of web history.

## Syntax

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2 changes: 1 addition & 1 deletion files/en-us/glossary/cloud_computing/index.md
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- Platform as a Service
- : PaaS provides a platform allowing customers to develop, run, and manage applications without worrying about the underlying infrastructure such as servers, storage, and networking. PaaS allows developers to focus on writing code and application logic, without managing servers or operating systems. Examples include Google App Engine, Microsoft Azure App Service, Heroku, and AWS Elastic Beanstalk.
- Software as a Service
- : SaaS delivers software applications over the internet, which users can access via a web browser. The provider manages all the underlying infrastructure, platform, and data. Businesses using SaaS don't need to install or manage software locally. Instead, they can access software such as email, CRM, and collaboration tools directly from a web browser. Examples include Google Workspace, Microsoft 365, Slack, Github, and ChatGPT.
- : SaaS delivers software applications over the internet, which users can access via a web browser. The provider manages all the underlying infrastructure, platform, and data. Businesses using SaaS don't need to install or manage software locally. Instead, they can access software such as email, CRM, and collaboration tools directly from a web browser. Examples include Google Workspace, Microsoft 365, Slack, GitHub, and ChatGPT.

## See also

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{{GlossarySidebar}}

**Cumulative Layout Shift (CLS)** is a usability metric for websites, designed by Google as one of the [Core Web Vital](https://web.dev/explore/learn-core-web-vitals) metrics.
**Cumulative Layout Shift (CLS)** is a usability metric for websites, designed by Google as one of the [Core Web Vital](https://web.dev/articles/vitals) metrics.

It measures the extent to which users encounter unexpected layout shifts, in which elements of the page are moved in an unexpected way: that is, that are not the result of a user action like pressing a button or part of an animation.

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2 changes: 1 addition & 1 deletion files/en-us/glossary/code_splitting/index.md
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This allows an application to load only the code it actually needs at a given point in time, and load other bundles on demand.
This approach is used to improve application performance, especially on initial load.

Code splitting is a feature supported by bundlers like [Webpack](https://webpack.js.org/) and [Browserify](https://browserify.org/) which can create multiple bundles that can be dynamically loaded at runtime.
Code splitting is a feature supported by bundlers like [webpack](https://webpack.js.org/) and [Browserify](https://browserify.org/) which can create multiple bundles that can be dynamically loaded at runtime.

## See also

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---
title: First contentful paint
title: First Contentful Paint (FCP)
slug: Glossary/First_contentful_paint
page-type: glossary-definition
---

{{GlossarySidebar}}

**First Contentful Paint** (FCP) is when the browser renders the first bit of content from the DOM, providing the first feedback to the user that the page is actually loading. The question "Is it happening?" is "yes" when the first contentful paint completes.
**First Contentful Paint** (FCP) is when the browser renders the first content from the DOM, providing feedback to the user that the page is loading. Completing the first contentful paint answers the question "Is it happening?"

_The First Contentful Paint_ timestamp is when the browser first rendered any text, image (including background images), video, canvas that had been drawn into, or non-empty SVG. This excludes any content of iframes, but includes text with pending webfonts. This is the first time users could start consuming page content.

## See also

- [`PerformancePaintTiming`](/en-US/docs/Web/API/PerformancePaintTiming)
- Related glossary terms:
- {{Glossary("First paint")}}
- {{Glossary("Largest contentful paint")}}
- {{Glossary("First meaningful paint")}}
- {{Glossary("First Paint")}}
- {{Glossary("Largest Contentful Paint")}}
- {{Glossary("First Meaningful Paint")}}
- [First Contentful Paint](https://web.dev/articles/fcp) at web.dev
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---
title: First input delay
title: First Input Delay (FID)
slug: Glossary/First_input_delay
page-type: glossary-definition
status:
- deprecated
---

{{GlossarySidebar}}

**First input delay** (FID) measures the time from when a user first interacts with your site (i.e. when they click a link, tap on a button, or use a custom, JavaScript-powered control) to the time when the browser is actually able to respond to that interaction.
**First input delay** (FID) measures the time from when a user first interacts with your site (for example, when they click a link, tap on a button, or use a custom, JavaScript-powered control) to the time when the browser is actually able to respond to that interaction.

> [!WARNING]
> FID was designed by Google as one of the [Core Web Vital](https://web.dev/articles/vitals) metrics but was replaced by {{Glossary("Interaction to Next Paint")}} (INP) [in May 2024](https://web.dev/blog/inp-cwv-launch).
It is the length of time, in milliseconds, between the first user interaction on a web page and the browser's response to that interaction. Scrolling and zooming are not included in this metric.

The time between when content is painted to the page and when all the functionality becomes responsive to human interaction often varies based on the size and complexity of the JavaScript needing to be downloaded, parsed, and executed on the main thread, and on the device speed or lack thereof (think low end mobile devices). The longer the delay, the worse the user experience. Reducing site initialization time and eliminating [long tasks](/en-US/docs/Web/API/PerformanceLongTaskTiming) can help eliminate first input delays.

## See also

- [requestIdleCallback](/en-US/docs/Web/API/Window/requestIdleCallback)
- [lazy loading](/en-US/docs/Web/Performance/Lazy_loading)
- [Interaction to Next Paint is officially a Core Web Vital](https://web.dev/blog/inp-cwv-launch) on web.dev (2024)
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---
title: First Meaningful Paint
title: First Meaningful Paint (FMP)
slug: Glossary/First_meaningful_paint
page-type: glossary-definition
---
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## See also

- Related glossary terms:
- {{Glossary("First contentful paint")}}
- {{Glossary("Largest contentful paint")}}
- {{Glossary("First Contentful Paint")}}
- {{Glossary("Largest Contentful Paint")}}
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