1. People of HTML5 – Remy Sharp

    HTML5 needs spokespeople to work. There are a lot of people out there who took on this role, and here at Mozilla we thought it is a good idea to introduce some of them to you with a series of interviews and short videos. The format is simple – we send the experts 10 questions to answer and then do a quick video interview to let them introduce themselves and ask for more detail on some of their answers.

    Leggi la traduzione in italiano

    Remy SharpToday we are featuring Remy Sharp co-author of Introducing HTML5 and organiser of the Full Frontal conference in Brighton, England.

    Remy is one of those ubiquitous people of HTML5. Whenever something needed fixing, there is probably something on GitHub that Remy wrote that helps you. He is also very English and doesn’t mince his words much.

    You can find Remy on Twitter as @rem.

    The video interview

    Watch the video on YouTube or Download it from Archive.org as MP4 (98 MB), OGG (70 MB) or WebM (68MB)

    Ten questions about HTML5 for Remy Sharp

    1) Reading “Introducing HTML5″ it seems to me that you were more of the API – focused person and Bruce the markup guy. Is that a fair assumption? What is your background and passion?

    That’s spot on. Bruce asked me to join the project as the “JavaScript guy” – which is the slogan I wear under my clothes and frequently reveal in a superman ‘spinning around’ fashion (often at the surprise of clients).

    My background has always been coding – even from a young age, my dad had me copying out listings from old spectrum magazines only to result in hours of typing and some random error that I could never debug.

    As I got older I graduated to coding in C but those were the days the SDKs were 10Mb downloaded over a 14kb modem, and compile in to some really odd environment. Suffice to say I didn’t get very far.

    Then along came JavaScript. A programming language that didn’t require any special development environment. I could write the code in Notepad on my dodgy Window 95 box, and every machine came with the runtime: the browser. Score!

    From that point on the idea of instant gratification from the browser meant that I was converted – JavaScript was the way for me.

    Since then I’ve worked on backend environments too (yep, I’m a Perl guy, sorry!), but always worked and played in the front end in some way or another. However, since started on my own in 2006, it’s allowed me to move focus almost entirely on the front end, and specialise in JavaScript. Basically, work-wise: I’m a pig in shit [Ed: for our non-native English readers, he means "happy")].

    2) From a programmer’s point of view, what are the most exciting bits about the HTML5 standard? What would you say is something every aspiring developer should get their head around first?

    For me, the most exciting aspects of HTML5 is the depth of the JavaScript APIs. It’s pretty tricky to explain to Joe Bloggs that actually this newly spec’ed version of HTML isn’t mostly HTML; it’s mostly JavaScript.

    I couldn’t put my finger on one single part of the spec, only because it’s like saying which is your favourite part of CSS (the :target selector – okay, so I can, but that’s not the point!). What’s most exciting to me is that HTML5 is saying that the browser is the platform that we can deliver real applications – take this technology seriously.

    If an aspiring developer wanted something quick and impressive, I’d say play around with the video API – by no means is this the best API, just an easy one.

    If they really wanted to blow people away with something amazing using HTML5, I’d say learn JavaScript (I’m assuming they’re already happy with HTML and CSS). Get a book like JavaScript: The Good Parts and then get JavaScript Patterns and master the language. Maybe, just maybe, then go buy Introducing HTML5, it’s written by two /really/ good looking (naked) guys: http://flic.kr/p/8iyQTE and http://flic.kr/p/8iy6Z1 [Ed: maybe NSFW, definitely disturbing].

    3) In your book you wrote a nice step-by-step video player for HTML5 video. What do you think works well with the Video APIs and what are still problems that need solving?

    The media API is dirt simple, so it means working with video and audio is a doddle. For me, most of it works really well (so long as you understand the loading process and the events).

    Otherwise what’s really quite neat, is the fact I can capture the video frames and mess with them in a canvas element – there’s lots of fun that can be had there (see some of Paul Rouget’s demos for that!).

    What sucks, and sucks hard, is the spec asks vendors, ie. browser makers, *not* to implement full screen mode. It uses security concerns as the reason (which I can understand), but Flash solved this long ago – so why not follow their lead on this particular problem? If native video won’t go full screen, it will never be a competitive alternative to Flash for video.

    That all said, I do like that the folks behind WebKit went and ignored the spec, and implemented full screen. The specs are just guidelines, and personally, I think browsers should be adding this feature.

    4) Let’s talk a bit about non-HTML5 standards, like Geolocation. I understand you did some work with that and found that some parts of the spec work well whilst others less so. Can you give us some insight?

    On top of HTML5 specification there’s a bunch more specs that make the browser really, really exciting. If we focus on the browser being released today (IE9 included) there’s a massive amount that can be done that we couldn’t do 10 years ago.

    There’s the “non-HTML5″ specs that actually were part of HTML5, but split out for good reason (so they can be better managed), like web storage, 2D canvas API and Web Sockets, but there’s also the /really/ “nothing-to-do-with-HTML5″ APIs (NTDWH5API!) like querySelector, XHR2 and the Device APIs. I’m super keen to try all of these out even if they’re not fully there in all the browsers.

    Geolocation is a great example of cherry picking technology. Playing against the idea that the technology isn’t fully implemented. Something I find myself ranting on and on about when it comes to the question of whether a developer should use HTML5. Only 50% of Geolocation is implemented in the browsers supporting it, in that they don’t have altitude, heading or speed – all of which are part of the spec. Does that stop mainstream apps like Google Maps from using the API? (clue: no).

    The guys writting the specs have done a pretty amazing job, and in particular there are few cases where the specs have been retrospectively written. XHR is one of these and now we’ve got a stable API being added in new browsers (i.e. IE6 sucks, yes, we all know that). Which leads us to drag and drop. The black sheep of the APIs. In theory a really powerful API that could make our applications rip, but the technical implementation is a shambles. PPK (Peter-Paul Koch) tore the spec a bit of a ‘new one’. It’s usable, but it’s confusing, and lacking.

    Generally, I’ve found the “non-HTML5″ specs to be a bit of mixed bag. Some are well supported in new browsers, some not at all. SVG is an oldie and now really viable with the help of JavaScript libraries such as Raphaël.js or SVGWeb (a Flash based solution). All in all, there’s lots of options available in JavaScript API nowadays compared to back in the dark ages.

    5) Let’s talk Canvas vs. SVG for a bit. Isn’t Canvas just having another pixel-based rectangle in the page much like Java Applets used to be? SVG, on the other hand is Vector based and thus would be a more natural tool to do something with open standards that we do in Flash now. When would you pick SVG instead of Canvas and vice versa?

    Canvas, in a lot of ways is just like the Flash drawing APIs. It’s not accessible and a total black box. The thing is, in the West, there’s a lot of businesses, rightly or wrongly, that want their fancy animation thingy to work on iOS. Since Flash doesn’t work there, canvas is a superb solution.

    However, you must, MUST, decide which technology to use. Don’t just use canvas because you saw a Mario Kart demo using it. Look at the pros and cons of each. SVG and the canvas API are not competitive technologies, they’re specially shaped hammers for specific jobs.

    Brad Neuberg did a superb job of summarising the pros and cons of each, and I’m constantly referring people to it (here’s the video).

    So it really boils down to:

    • Canvas: pixel manipulation, non-interactive and high animation
    • SVG: interactive, vector based

    Choose wisely young padawan!

    6) What about performance? Aren’t large Canvas solutions very slow, especially on mobile devices? Isn’t that a problem for gaming? What can be done to work around that?

    Well…yes and no. I’m finishing a project that has a large canvas animation going on, and it’s not slow on mobile devices (not that it was designed for those). The reason it’s not slow is because of the way the canvas animates. It doesn’t need to be constantly updating at 60fps.

    Performance depends on your application. Evaluate the environment, the technologies and make a good decision. I personally don’t think using a canvas for a really high performance game on a mobile is quite ready. I don’t think the devices have the ommph to get the job done – but there’s a hidden problem – the browser in the device isn’t quite up to it. Hardware acceleration is going to help, a lot, but today, right now, I don’t think we’ll see games like Angry Birds written in JavaScript.

    That said… I’ve seriously considered how you could replicate a game like Canabalt using a mix of canvas, DIVs and CSS. I think it might be doable ::throws gauntlet::

    I think our community could actually learn a lot from the Flash community. They’ve been through all of this already. Trying to make old versions of Flash from years back do things that were pushing the boundaries. People like Seb Lee-Delisle (@seb_ly / http://seb.ly) are doing an amazing job of teaching both the Flash and JavaScript community.

    7) A feature that used to be HTML5 and is now an own spec is LocalStorage and its derivatives Session Storage or the full-fledged WebSQL and IndexedDB. Another thing is offline storage. There seems to be a huge discussion in developer circles about what to use when and if NoSQL solutions client side are the future or not. What are your thoughts? When can you use what and what are the drawbacks?

    Personally I love seeing server-less applications. Looking at the storage solutions I often find it difficult to see why you wouldn’t use WebStorage every time.

    In a way it acts like (in my limited experience of) NoSQL, in that you lookup a key and get a result.

    Equally, I think SQL in the browser is over the top. Like you’re trying to use the storage method *you* understand and forcing it into the browser. Seems like too much work for too little win.

    Offline Apps, API-wise, ie. the application cache is /really/ sexy. Like sexy with chocolate on top sexy. The idea that our applications can run without the web, or switch when it detects it’s offline is really powerful. The only problem is that the events are screwed. The event to say your app is now offline requires the user to intervene via the browser menu, telling the browser to “work in offline mode”. A total failure of experience. What’s worse is that, as far as I know, there’s no plan to make offline event fire properly :-(

    That all said, cookies are definitely dead for me. I’ve yet to find a real solution for cookies since I found the Web Storage API – and there’s a good decent number of polyfills for Web Storage – so there’s really no fear of using the API.

    8) Changing the track a bit, you’ve built the HTML5shiv to make HTML5elements styleable in IE. This idea sparked quite a lot of other solutions to make IE6 work with the new technologies (or actually simulate them). Where does this end? Do you think it is worth while to write much more code just to have full IE6 support?

    There’s two things here:

    1. Supporting IE6 (clue: don’t)
    2. Polyfills

    IE6, seriously, and for the umpteenth time, look at your users. Seriously. I know the project manager is going to say they don’t know what the figures are, in that case: find out! Then, once you’ve got the usage stats in hand, you know your audience and you know what technology they support.

    If they’re mostly IE6 users, then adding native video with spinning and dancing canvas effect isn’t going to work – not even with shims and polyfills. IE6 is an old dog that just isn’t up to doing the mileage he used to be able to do back in his prime. But enough on this subject – the old ‘do I, or don’t I developer for IE6′ is long in the tooth.

    Polyfills – that’s a different matter. They’re not there to support IE6, they’re there to bring browsers up to your expectations as a developer. However, I’d ask that you carefully consider them before pulling them in. The point of these scripts is they plug missing APIs in those older browsers. “Old browsers” doesn’t particularly mean IE6. For example, the Web Sockets API has a polyfill by way of Flash. If native Web Sockets aren’t there, Flash fills the gap, but the API is exposed in exactly the same manner, meaning that you don’t have to fork your code.

    I don’t think people should be pulling in scripts just for the hell of it. You should consider what you’re trying to achieve and decide whether X technology is the right fit. If it is, and you know (or expect) your users have browsers that don’t support X technology – should you plug it with JavaScript or perhaps should you consider a different technology?

    This exact same argument rings true for when someone adds jQuery just to add or remove a class from an element. It’s simply not worth it – but clearly that particular developer didn’t really understand what they needed to do. So is education the solution? I should hope so.

    9) Where would you send people if they want to learn about HTML5? What are tutorials that taught you a lot? Where should interested people hang out?

    HTML5 Doctor – fo sho’. :)

    I tend to also direct people to my http://html5demos.com simply to encourage viewing source, and hacking away.

    Regarding what tutorials taught me – if I’m totally honest, the place I’ve learnt the most from is actually HTML5Doctor.com. There’s some pretty good JavaScript / API tutorials coming from the chaps at http://bocoup.com. Otherwise, I actually spend a lot of time just snooping through the specifications, looking for bits that I’ve not seen before and generally poking them with a stick.

    10) You have announced that you are concentrating on building a framework to make Websockets easy to work with. How is that getting on and what do you see Websockets being used for in the future? In other words, why the fascination?

    Concentrating is a strong word ;-) but it is true, I’ve started working on a product that abstracts Web Sockets to a service. Not the API alone, since it’s so damn simple, but the server setup: creating sessions, user control flow, waiting for users and more.

    The service is called Förbind. Swedish for “connect”, ie. to connect your users. It’s still early days, but I hope to release alpha access to forbind.net this month.

    I used to work in finance web sites and real-time was the golden egg: to get that data as soon as it was published. So now that it’s available in a native form in the browser, I’m all over it!

    What’s more, I love the idea of anonymous users. I created a bunch of demos where the user can contribute to something without ever really revealing themselves, and when the users come, you start to see how creative people are without really trying. Sure, you get a lot of cocks being drawn, but you also see some impressive ideas – my business 404 page for example allows people to leave a drawing, one of the most impressive is a Super Mario in all his glory. Anonymous users really interest me because as grey as things can seem sometimes, a stranger can easily inspire you.

    Do you know anyone I should interview for “People of HTML5″? Tell me on Twitter: @codepo8

  2. Revitalizing Caching

    Apparently, there are only two hard problems in computer science: cache invalidation and the naming of things (or so Phil Karlton’s dictum goes). Earlier this month, we invited representatives of Twitter, Facebook, SproutCore, Palm’s webOS, Microsoft’s “Office On The Web”, Yahoo, and Google to talk to us about the former problem (amongst other things), though we also learned something about the latter.

    Caching is an important issue to get right on the web, not least of all because of the proliferation of web applications on mobile devices. The goals of our caching summit were to identify use cases that would help us move forward with caching and with HTTP request efficiency. How desirable was rolling up our sleeves to look at HTTP/1.1 Pipelining in Firefox, for instance? What else was needed at the HTTP layer? And was the vaunted HTML5 AppCache, implemented in Firefox 3.5 onwards, actually useful to developers? What else needed to be exposed to web applications, either within content or via additional headers?

    Developer feedback is invaluable, and is increasingly the basis of how we want to evolve the next integral pieces of the web platform. Web developers are one of our primary constituencies; going forward, we want them to help us prioritize what we should implement, and what we need to focus on with respect to web standards. We chose our attendees wisely; if any group of people could talk about web applications at scale, the current performance of the cache, and their wishlist for future browser caching behavior on the web platform, it was this group of people. And the feedback they gave us was copious and useful — our work is cut-out for us. Notably, we’ve got a few actions we’re going to follow-up on:

    • Increase the default size of our disk and memory caches. Firefox’s disk cache is currently set at 50MB, a small-ish number given the amount of disk space available on hardware currently (and although this limit can be increased using advanced preferences, few users actually change the default). This is low-hanging fruit for us to fix. An interesting open question is whether we should determine disk cache size heuristically, in lieu of choosing a new upper bound. Steve Souders, who attended our caching summit, blogs about cache sizes, as well as premature cache evictions.

    • Conduct a “Mozilla Test-Pilot” project to get more data about how exactly we cache resources currently. This is part of a larger question about updating our caching algorithm. Like other browsers, we use an optimization of the Least Recently Used (LRU) caching algorithm, called LRU-SP. Data that we would want to gather includes determining what the hit rate, mean, variance and distribution of cached resources are. What’s the average lifetime? How about different modes where our LRU-SP replacement policy doesn’t work well for certain apps, where big resources (such as an essential script file) may get eliminated before smaller ones (such as map tiles)? We’ll also have to research the role that anti-virus software plays in routinely flushing out the cache, leading to further occurrences of untimely eviction of relevant resources.

    • Explore prioritization of resources in the cache based on MIME type. For instance, allowing for JavaScript (text/javascript) to always get higher priority in terms of what gets pruned by our LRU-SP algorithm. A good follow-up for this would be to get Chrome, IE, Apple, and Opera to discuss this with us, and then document what we come up with as a MIME-type based “naive” prioritization. We also want to allow developers to set resource priority on their own, perhaps through a header. This is likely to be an ongoing discussion.

    • Really figure out what hampers the adoption of HTTP/1.1 Pipelining on the web, including data from proxies and how they purge. While Pipelining is enabled in Mobile Firefox builds (such at that running on the Nokia N900 and on Android devices) by default, we have it turned off in desktop Firefox builds. We do this for a variety of reasons, not least of all the risk of performance slow downs if one of the pipelined requests slows down the others. It’s clear from our discussion that many who attended our caching summit think pipelining will help their applications perform much better. The situation on the web now with respect to pipelining is a kind of hostage’s dilemma: of the main desktop browsers, nobody has turned on pipelining, for fear of a scenario that slows down performance (leading to that particular browser being accused of “being slow”). The developers who visited us threw down the proverbial gauntlet; at a minimum we’ve got to figure out what hamstrings the use of pipelining on the web, and determine what we can actually do to remove those obstacles.

    • Figure out how to evolve the HTML5 AppCache, which frankly hasn’t seen the adoption we initially expected. While we tend to view parts of HTML5 such as Cache Manifests and window.applicationCache as yet another performance tool (to ensure web applications rapidly load upon subsequent accesses), it is different than the general browser cache. What’s in a name, and why is naming something amongst the hardest problems in computer science? The use of the word “cache” to describe the parts of HTML5 that deal with offline web applications has confused some developers. What we’re calling the HTML5 AppCache was primarily conceived of to enable offline web application use, but many applications (such as those built with SproutCore) treat it as an auxiliary cache, to ensure that applications have a rapid start-up time and generally perform well. Why, we were asked, should we have two things: a general purpose browser cache, and something else, uniquely for offline usage? On the one hand, the HTML5 AppCache allows web apps to act like native apps (enabling “rapid-launch icons” on some mobile handsets), perhaps even eventually integrating with native application launchers. And on the other hand, the HTML5 AppCache’s separateness from the general cache may mean that we coin different APIs to work with the general cache. In general, simultaneously evolving multiple APIs with “cache” in the name may be confusing. But that’s why naming is amongst the hard problems, and that’s why we have to architect the next iteration mindful of the potential for both redundancy as well as confusion.

    • We’ve got a tracking bug in place with a bold moniker: “Improve HTTP Cache.” You’ll see the gamut of changes we’d like to introduce here, including benchmarking our cache against Chromium’s (and perhaps just using Chromium’s cache code, if we need to).

      Caching is important, but difficult. It would be fair to describe most of the near-term evolution of the web that way, whether that is the introduction of an indexable database capability, streaming video, or new layout models within CSS. These evolutions won’t necessarily happen within a standards body or on a listserv, but rather through rapid prototyping and meaningful feedback. That’s why we have to talk to web developers to help us do the right thing, and that’s why we’ll keep organizing meet-ups such as the recent caching summit.

  3. an HTML5 offline image editor and uploader application

    Many web applications use image uploaders: image hosting websites, blog publishing applications, social networks, among many others. Such uploaders have limitations: you can’t upload more than one file at a time and you can’t edit the image before sending it. A plugin is the usual workaround for uploading more than one image, and image modifications are usually done on the server side, which can make the editing process more cumbersome.

    Firefox 3.6 offers many new Open Web features to web developers, including even more HTML5 support. This post describes how to create a sophisticated image editor and uploader built using Open Web technologies.

    See below for a video of the demo with some background.

    Hosted on hacks, publishes to twitpic

    Our web application uploads pictures to twitpic, an image hosting service for Twitter.

    Note that code for this application is actually hosted on the hacks web server but can still upload to Twitpic. Uploading to Twitpic is possible because they opened up their API to Cross Domain XMLHttpRequests for applications like this. (Thank you twitpic!).

    Web Features

    The demo uses the following features from HTML5 included in Firefox 3.6:

    • HTML5 Drag and Drop: You can drag and drop items inside of the web page and drag images from your desktop directly into the browser.
    • HTML5 localStorage: to store the image data across browser restarts
    • HTML5 Application Cache: This allows you to create applications that can be used when the browser isn’t connected to the Internet. It stores the entire app in the browser and also gives you access to online and offline events so you know when you need to re-sync data with a server.
    • HTML5 Canvas: The HTML5 Canvas element is used through this demo to edit and render images.
    • Cross-Origin Resource Sharing to host an application at one site and publish data to another.

    What’s in the demo?

    See the live demo to try the image uploader for yourself. You will need Firefox 3.6 and a twitter account.

    Here’s a full list of the things that this application can do:

    • You can drag images from your desktop or the web into the application.
    • You can see a preview of each image you want to upload.
    • You can drag previews to the trash to delete an image.
    • Images are automatically made smaller if they are bigger than 600px wide.
    • You can edit any of the images before uploading. This includes being able to rotate, flip, crop or turn an image black and white.
    • If you edit an image it’s saved locally so you can still edit when you’re offline. If you close the tab, restart Firefox or your computer they will be there when you load the page again so you can upload when you’re re-connected.
    • It will upload several files at once and provide feedback as the upload progresses.
    • The HTML5 Offline Application Cache makes the application load very quickly since it’s all stored offline.

    Under the Hood

    Let’s quickly go over all of the technology that we’re using in this application.

    Cross-XMLHttpRequest

    Twitpic was nice enough to open their API to allow XMLHttpRequests from any other domain. This means that you can now use their API from your own website and offer your own image uploader.

    If you’re running a web site with an API you want people to use from other web sites, you can do that with Cross-site HTTP requests. In order for you to support it you will need to add an HTTP header to responses from your web server that says which domains you allow. As an example, here’s how twitpic allows access from all domains:

    Access-Control-Allow-Origin: *
    

    It’s important to note that opening your API does have security implications so you should be careful to understand those issues before blindly opening an API. For more details, see MDC documentation on CORS.

    Drag and Drop

    Drag and Drop is a mechanism with two important features:

    • Dragging files from your Desktop to your web page.
    • Native Drag and Drop inside your web page (not just changing the coordinates of your elements).

    The image uploader uses Drag and Drop to allow the user the add files from the Desktop, to remove files (drag them to the trash) and to insert a new image into a current image.

    For more on Drag and Drop, see previous hacks articles, in particular how to use Drag and Drop in your application.

    Canvas to Edit Images

    Once images have been dragged and dropped into the web page, the image uploader lets you edit them before uploading. This is possible because images are actually copied to canvas elements via the File API.

    In this case, the editing process is really basic: rotate, flip, add text, black and white, crop. However, you can imagine offering many other features in your version of the editor (see Pixastic for example, or this inlay feature here).

    Using canvas and the File API also let you resize the image before sending it. Here, every image is converted to a new image (canvas) that is less than 600px.

    localStorage: Save Local Data

    It’s possible to store local data persistently in a web page using localStorage, up to 5Mb of data per domain.

    In the image uploader, localStorage is used to store images and credentials. Since images are actually canvas, you can store them as data URLs:

    var url = canvas.getContext("2d").toDataURL("image/png");
    localStorage.setItem("image1", url);

    LocalStorage support means that you can edit an image, close Firefox, switch off your computer, and the edited image will still be there when you restart Firefox.

    Offline

    If you add a manifest file listing all remote files needed to display your web application it will work even when you aren’t connected to the Internet. A nice side effect is that it will also make your application load much faster.

    Here, the html element refers to a manifest file:

    <html manifest="offline.manifest">

    And the manifest file looks like:

    CACHE MANIFEST
    
    # v2.4
    index.xhtml
    fonts/MarketingScript.ttf
    css/desktop.css
    css/fonts.css
    css/mobile.css
    [...]
    

    You can also catch offline and online events to know if the connection status changes.
    For more information see our last article about offline.

    Conclusion

    Firefox 3.6 allows millions of people to take advantage of modern standards, including HTML5.
    The image uploader described here shows how a web page should really be considered as an application since it interacts with your Desktop and works offline.

    Here are a few tips for writing your next application using Open Web technologies:

    Allow Cross-XMLHttpRequest:
    If it makes sense for your service, allow people to access your API from a different domain, you’ll be amazed at the apps people will come up with.

    Allow multiple input:
    Let people Drag files to your application and use <input type="file" multiple=""> so they can select several files at once. In this demo, we use a multiple input which is visible only in the mobile version, but for accessibility consideration, don’t forget to use it to propose an alternative to Drag’n Drop.

    Use native Drag and Drop:
    Drag and Drop mechanisms are usually simulated (updating coordinates on the mousemove event.) When you can, use the native mechanism.

    Use the File API
    To pre-process a file before even talking to a server.

    Support offline
    Store data and use a manifest to make your application data persistent while offline.

    Use Canvas
    Canvas is the most widely implemented HTML5 element. It works everywhere (even if it has to be simulated), use it!

    Think “Client Side”: HTML5, CSS3 and the new powerful JavaScript engines let you create amazing applications, take advantage of them!

    We look forward to seeing the great new applications you’ll come up with using Open Web technologies!

  4. offline web applications

    The network is a key component of any web application, whether it is used to download JavaScript, CSS, and HTML source files and accompanying resources (images, videos, …) or to reach web services (XMLHttpRequest and <forms>).

    Yet having offline support for web applications can be very useful to users. Imagine, for example, a webmail application that allows users to read emails already in their inbox and write new messages even when they are not connected.

    The mechanism used to support offline web applications can also be used to improve an application’s performance by storing data in the cache or to make data persistent between user sessions and when reloading and restoring pages.

    Demo: a To Do List Manager

    To see an offline web application in action, watch Vivien Nicolas’ demo, which shows a to do list manager working online and offline on an N900 running Firefox:

    You can also check out the live demo of the application.

    Creating your Own Offline Application

    For a web application to work offline, you need to consider three things:

    Let’s see how to use each of these components.

    Storage: Persistent Data

    DOM storage lets you store data between browser sessions, share data between tabs and prevent data loss (for example from page reloads or browser restarts). The data are stored as strings (for example a JSONified JavaScript object) in a Storage object.

    There are two kinds of storage global objects: sessionStorage and localStorage.

    • sessionStorage maintains a storage area that’s available for the duration of the page session. A page session lasts for as long as the browser is open and survives over page reloads and restores. Opening a page in a new tab or window causes a new session to be initiated.
    • localStorage maintains a storage area that can be used to hold data over a long period of time (e.g. over multiple pages and browser sessions). It’s not destroyed when the user closes the browser or switches off the computer.

    Both localStorage and sessionStorage use the following API:

    window.localStorage and window.sessionStorage {
      long length; // Number of items stored
      string key(long index); // Name of the key at index
      string getItem(string key); // Get value of the key
      void setItem(string key, string data); // Add a new key with value data
      void removeItem(string key); // Remove the item key
      void clear(); // Clear the storage
    };

    Here is an example showing how to store and how to read a string:

    // save the string
    function saveStatusLocally(txt) {
      window.localStorage.setItem("status", txt);
    }
     
    // read the string
    function readStatus() {
       return window.localStorage.getItem("status");
    }

    Note that the storage properties are limited to an HTML5 origin (scheme + hostname + non-standard port). This means that window.localStorage from http://foo.com is a different instance of window.localStorage from http://bar.com. For example, http://google.com can’t access the storage of http://yahoo.com.

    Are We Offline?

    Before storing data, you may want to know if the user is online or not. This can be useful, for example, to decide whether to store a value locally (client side) or to send it to the server.

    Check if the user is online with the navigator.onLine property.
    In addition, you can be notified of any connectivity changes by listening to the online and offline events of the window element.

    Here is a very simple piece of JavaScript code, which sends your status to a server (à la twitter).

    • If you set your status and you’re online, it sends the status.
    • If you set your status and you’re offline, it stores your status.
    • If you go online and have a stored status, it sends the stored status.
    • If you load the page, are online, and have a stored status, it sends the stored status.
    function whatIsYourCurrentStatus() {
      var status = window.prompt("What is your current status?");
      if (!status) return;
      if (navigator.onLine) {
        sendToServer(status);
      } else {
        saveStatusLocally(status);
      }
    }
     
    function sendLocalStatus() {
      var status = readStatus();
      if (status) {
        sendToServer(status);
        window.localStorage.removeItem("status");
      }
    }
     
     
    window.addEventListener("load", function() {
       if (navigator.onLine) {
         sendLocalStatus();
       }
    }, true);
     
    window.addEventListener("online", function() {
      sendLocalStatus();
    }, true);
     
    window.addEventListener("offline", function() {
      alert("You're now offline. If you update your status, it will be sent when you go back online");
    }, true);

    Offline Resources: the Cache Manifest

    When offline, a user’s browser can’t reach the server to get any files that might be needed. You can’t always count on the browser’s cache to include the needed resources because the user may have cleared the cache, for example. This is why you need to define explicitly which files must be stored so that all needed files and resources are available when the user goes offline: HTML, CSS, JavaScript files, and other resources like images and video.

    The manifest file is specified in the HTML and contains the explicit list of files that should be cached for offline use by the application.

    <html manifest="offline.manifest">

    Here is an example of the contents of a manifest file:

    CACHE MANIFEST
    fonts/MarketingScript.ttf
    css/main.css
    css/fonts.css
    img/face.gif
    js/main.js
    index.xhtml

    The MIME-Type type of the manifest file must be: text/cache-manifest.

    See the documentation for more details on the manifest file format and cache behavior.

    Summary

    The key components you should remember to think about when making your application work offline are to store the user inputs in localStorage, create a cache manifest file, and monitor connection changes.

    Visit the Mozilla Developer Center for the complete documentation.