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+ "alper.pekdemir", + "omrtrk", + "gkhno", + "maydemirx", + "yigitozdemir" + ] + }, + "Öğren/Getting_started_with_the_web/Web_siteniz_nasil_gorunecek": { + "modified": "2020-10-14T06:26:48.114Z", + "contributors": [ + "AinTisar", + "receponalan" + ] + }, + "Öğren/HTML": { + "modified": "2020-08-07T19:15:04.875Z", + "contributors": [ + "bambinam", + "msyx", + "tufan2005", + "jwhitlock", + "chrisdavidmills" + ] + }, + "Öğren/HTML/Introduction_to_HTML": { + "modified": "2020-11-19T16:35:06.616Z", + "contributors": [ + "burakizmirli252", + "eraticoye", + "erhan35", + "kaan35", + "ebubekirtrkr", + "jwhitlock", + "irfanevrens" + ] + }, + "Öğren/HTML/Introduction_to_HTML/Başlangıç": { + "modified": "2020-07-16T22:23:08.179Z", + "contributors": [ + "peterbe", + "tudecem" + ] + }, + "Öğren/JavaScript": { + "modified": "2020-07-16T22:29:45.284Z", + "contributors": [ + "pasalog", + "enesanbar" + ] + }, + "Öğren/JavaScript/First_steps": { + "modified": "2020-07-16T22:29:55.523Z", + "contributors": [ + "busines.plan.16" + ] + }, + "Öğren/JavaScript/First_steps/Javascripte_giris": { + "modified": "2020-08-31T10:02:41.505Z", + "contributors": [ + "aydgn" + ] + }, + "Öğren/JavaScript/Objeler": { + "modified": "2020-07-16T22:31:53.513Z", + "contributors": [ + "berabulut", + "dotRaikkonen", + "truefalseman", + "volkansag", + "enginkartal" + ] + }, + "Öğren/JavaScript/Objeler/Basics": { + "modified": "2020-07-16T22:32:02.139Z", + "contributors": [ + "ArinSoftware", + "AtlasCan" + ] + }, + "Öğren/Server-side": { + "modified": "2020-07-16T22:36:02.262Z", + "contributors": [ + "jwhitlock", + "chrisdavidmills" + ] + }, + "Öğren/Server-side/Django": { + "modified": "2020-07-16T22:36:35.695Z", + "contributors": [ + "jwhitlock", + "chrisdavidmills" + ] + }, + "Öğren/Server-side/Django/Authentication": { + "modified": "2020-07-16T22:37:24.649Z", + "contributors": [ + "safaariman", + "icanates" + ] + }, + "Öğren/Server-side/Django/Sessions": { + "modified": "2020-07-16T22:37:28.248Z", + "contributors": [ + "ozgurturkiye", + "icanates" + ] + }, + "Öğren/Server-side/Django/website_iskeleti": { + "modified": "2020-07-16T22:36:54.756Z", + "contributors": [ + "hakanergul" + ] + } +} \ No newline at end of file diff --git a/files/tr/araclar/browser_console/index.html b/files/tr/araclar/browser_console/index.html new file mode 100644 index 0000000000..542c9f6b28 --- /dev/null +++ b/files/tr/araclar/browser_console/index.html @@ -0,0 +1,187 @@ +--- +title: Browser Console +slug: Araclar/Browser_Console +tags: + - Developer + - Tutorial + - WebGL + - WebMechanics + - WebRTC +translation_of: Tools/Browser_Console +--- +
    {{ToolsSidebar}}
+ +

The Browser Console is like the Web Console, but applied to the whole browser rather than a single content tab.

+ +

So it logs the same sorts of information as the Web Console - network requests, JavaScript, CSS, and security errors and warnings, and messages explicitly logged by JavaScript code. However, rather than logging this information for a single content tab, it logs information for all content tabs, for add-ons, and for the browser's own code.

+ +

If you also want to use the other web developer tools in the regular Web Toolbox with add-on or browser code, consider using the Browser Toolbox.

+ +

Similarly, you can execute JavaScript expressions using the Browser Console. But while the Web Console executes code in the page window scope, the Browser Console executes them in the scope of the browser's chrome window. This means you can interact with all the browser's tabs using the gBrowser global, and even with the XUL used to specify the browser's user interface.

+ +
+

NB: The Browser Console command line (to execute JavaScript expressions) is disabled by default. To enable it set the devtools.chrome.enabled preference to true in about:config, or set the "Enable browser {{Glossary("chrome")}} and add-on debugging toolboxes" (Firefox 40 and later)  option in the developer tool settings.

+
+ +

Opening the Browser Console

+ +

You can open the Browser Console in one of two ways:

+ +
    +
  1. from the menu: select "Browser Console" from the Web Developer submenu in the Firefox Menu (or Tools menu if you display the menu bar or are on macOS).
  2. +
  3. from the keyboard: press Ctrl+Shift+J (or Cmd+Shift+J on a Mac).
  4. +
+ +

You can also start the Browser Console by launching Firefox from the command line and passing the -jsconsole argument:

+ +
/Applications/FirefoxAurora.app/Contents/MacOS/firefox-bin -jsconsole
+ +

The Browser Console looks like this:

+ +

+ +

You can see that the Browser Console looks and behaves very much like the Web Console:

+ + + +

Beginning with Firefox 68, the Browser Console allows you to show or hide messages from the content process (i.e. the messages from scripts in all the opened pages) by setting or clearing the checkbox labeled Show Content Messages. The following image shows the browser console focused on the same page as above after clicking on the Show Content Messages checkbox.

+ +

+ +

Browser Console logging

+ +

The Browser console logs the same sorts of messages as the Web Console:

+ + + +

However, it displays such messages from:

+ + + +

Messages from add-ons

+ +

The Browser Console displays messages logged by all Firefox add-ons.

+ +

Console.jsm

+ +

To use the console API from a traditional or bootstrapped add-on, get it from the Console module.

+ +

One exported symbol from Console.jsm is "console". Below is an example of how to access it, which adds a message to the Browser Console.

+ +
Components.utils.import("resource://gre/modules/Console.jsm");
+console.log("Hello from Firefox code"); //output messages to the console
+ +

Learn more:

+ + + +

HUDService

+ +

There is also the HUDService which allows access to the Browse Console. The module is available at Mozilla DXR. We see we can not only access the Browser Console but also Web Console.

+ +

Here is an example on how to clear the contents of the Browser console:

+ +
Components.utils.import("resource://devtools/shared/Loader.jsm");
+var HUDService = devtools.require("devtools/client/webconsole/hudservice");
+
+var hud = HUDService.getBrowserConsole();
+hud.jsterm.clearOutput(true);
+ +

If you would like to access the content document of the Browser Console this can be done with the HUDService. This example here makes it so that when you mouse over the "Clear" button it will clear the Browser Console:

+ +
Components.utils.import("resource://devtools/shared/Loader.jsm");
+var HUDService = devtools.require("devtools/client/webconsole/hudservice");
+
+var hud = HUDService.getBrowserConsole();
+
+var clearBtn = hud.chromeWindow.document.querySelector('.webconsole-clear-console-button');
+clearBtn.addEventListener('mouseover', function() {
+  hud.jsterm.clearOutput(true);
+}, false);
+ +

Bonus Features Available

+ +

For Add-on SDK add-ons, the console API is available automatically. Here's an example add-on that just logs an error when the user clicks a widget:

+ +
widget = require("sdk/widget").Widget({
+  id: "an-error-happened",
+  label: "Error!",
+  width: 40,
+  content: "Error!",
+  onClick: logError
+});
+
+function logError() {
+  console.error("something went wrong!");
+}
+ +

If you build this as an XPI file, then open the Browser Console, then open the XPI file in Firefox and install it, you'll see a widget labeled "Error!" in the Add-on bar:

+ +

Click the icon. You'll see output like this in the Browser Console:

+ +

+ +

For Add-on SDK-based add-ons only, the message is prefixed with the name of the add-on ("log-error"), making it easy to find all messages from this add-on using the "Filter output" search box. By default, only error messages are logged to the console, although you can change this in the browser's preferences.

+ +

Browser Console command line

+ +
+

The Browser Console command line is disabled by default. To enable it set the devtools.chrome.enabled preference to true in about:config, or set the "Enable chrome debugging" option in the developer tool settings.

+
+ +

Like the Web Console, the command line interpreter enables you to evaluate JavaScript expressions in real time:Also like the Web Console's command line interpreter, this command line supports autocomplete, history, and various keyboard shortcuts and helper commands. If the result of a command is an object, you can click on the object to see its details.

+ +

But while the Web Console executes code in the scope of the content window it's attached to, the browser console executes code in the scope of the chrome window of the browser. You can confirm this by evaluating window:

+ +

+ +

This means you can control the browser: opening, closing tabs and windows and changing the content that they host, and modify the browser's UI by creating, changing and removing XUL elements.

+ +

Controlling the browser

+ +

The command line interpreter gets access to the tabbrowser object, through the gBrowser global, and that enables you to control the browser through the command line. Try running this code in the Browser Console's command line (remember that to send multiple lines to the Browser Console, use Shift+Enter):

+ +
var newTabBrowser = gBrowser.getBrowserForTab(gBrowser.selectedTab);
+newTabBrowser.addEventListener("load", function() {
+  newTabBrowser.contentDocument.body.innerHTML = "<h1>this page has been eaten</h1>";
+}, true);
+newTabBrowser.contentDocument.location.href = "https://mozilla.org/";
+ +

It adds a listener to the currently selected tab's load event that will eat the new page, then loads a new page.

+ +
+

Note: You can restart the browser with the command Ctrl + Alt + R (Windows, Linux) or Cmd + Alt + R (Mac) This command restarts the browser with the same tabs open as before the restart.

+
+ +

Modifying the browser UI

+ +

Since the global window object is the browser's chrome window, you can also modify the browser's user interface. On Windows, the following code will add a new item to the browser's main menu:

+ +
var parent = window.document.getElementById("appmenuPrimaryPane");
+var makeTheTea = gBrowser.ownerDocument.defaultView.document.createElementNS("http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul", "menuitem");
+makeTheTea.setAttribute("label", "A nice cup of tea?");
+parent.appendChild(makeTheTea);
+ +

On macOS, this similar code will add a new item to the "Tools" menu:

+ +
var parent = window.document.getElementById("menu_ToolsPopup");
+var makeTheTea = gBrowser.ownerDocument.defaultView.document.createElementNS("http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul", "menuitem");
+makeTheTea.setAttribute("label", "A nice cup of tea?");
+parent.appendChild(makeTheTea);
+ +

diff --git "a/files/tr/araclar/hataay\304\261klay\304\261c\304\261/index.html" "b/files/tr/araclar/hataay\304\261klay\304\261c\304\261/index.html" new file mode 100644 index 0000000000..36f2ee5531 --- /dev/null +++ "b/files/tr/araclar/hataay\304\261klay\304\261c\304\261/index.html" @@ -0,0 +1,55 @@ +--- +title: Hata ayıklayıcı +slug: Araclar/HataAyıklayıcı +tags: + - '#HataAyıklayıcı #HataAyıklama #JavaScript' +translation_of: Tools/Debugger +--- +
+

Bu sayfa Firefox 52 veya daha üzeri sürümdeki JavaScript Hata Ayıklayıcı'yı tanıtır. Daha önceki sürümlerde nasıl olduğunu görmek için  Debugger (before Firefox 52).

+ +

Eğer Firefox 52 veya daha yeni sürüm kullanıyor ve  eski Hata Ayıklayıcı'ya dönmek istiyorsanız, about:config adresini ziyaret edip  "devtools.debugger.new-debugger-frontend" tercihini false yaparak başarabilirsiniz. 

+
+ +

{{EmbedYouTube("QK4hKWmJVLo")}}

+ +

JavaScript Hata Ayıklayıcı, hataları izlemenize yardımcı olması için JavaScript kodunu adım adım izlemenize veya durumunu değiştirmenize olanak tanır.

+ +

Onu Firefox'ta yerel olarak hata ayıklamak için veya uzaktan çalıştırılabilir. Örneğin Android cihazda Android için Firefox çalışırken. Uzaktaki bir hedefe nasıl bağlanıldığını öğrenmek için  Remote debugging sayfasını ziyaret edin.

+ +

Hata Ayıklayıcı Firefox'ta yerleşik olarak bulunur, ve bu sayfalar Firefox'ta gömülü bu özelliği açıklar. Ancak onu bağımsız bir web uygulaması olarak da çalıştırabilirsiniz, ve daha sonra onu hata ayıklamak için diğer tarayıcılarda ve düğümde kullanabilirsiniz. Daha fazla detay için projenin GitHub deposuna bakabilirsiniz: project's GitHub repository.

+ +

Yeni Hata Ayıklayıcı  — henüz — eski Hata Ayıklayıcı'nın tüm özelliklerini desteklemiyor. Şuradan bakın: Limitations of the new debugger.

+ +
+

Kullanıcı Arayüz Turu

+ +

Hata Ayıklayıcı'da yolunuzu bulmak için size küçük bir tur : quick tour of the UI.

+ +
+

Nasıl?

+ +

Hata Ayıklayıcı'da ne yapabileceğinizi bulmak için aşağıdaki Nasıl? Rehberini takip edin:

+ +
+ +
+ +
+

Referans

+ +
+ +
diff --git a/files/tr/araclar/index.html b/files/tr/araclar/index.html new file mode 100644 index 0000000000..9c2e82ecb6 --- /dev/null +++ b/files/tr/araclar/index.html @@ -0,0 +1,113 @@ +--- +title: Firefox Geliştirici Araçları +slug: Araclar +tags: + - Türkçe Firefox Devop Toolls + - firefox aurora + - geliştirici araçları +translation_of: Tools +--- +
{{ToolsSidebar}}
+ +
HTML, CSS ve JavaScript'i telefonundan ve masaüstü bilgisayarından incele, düzenle ve ayıkla. Geliştirici araçları son sürümleri için Firefox Gelistirici Sürümü'nü indir.
+ +
+

Aurora' da neler yeni?

+Son Firefox Aurora dağıtımı Firefox 27' dir, ve geliştirici araçları için bu güncellemeleri içerir: + + +
+ +
+

Seçmenler adipiscing lorem ipsum dolor elit, sit amet.  Kazanan sonuc Maecenas futbol.  Maecenas korkar.  Tamam bir, çalışan, çapı yaşamak, olmayan lütfen, kolay Hayat, Hayim.  Ama vadi Eleman Am rafa sohbet.  Hamil finanse Hemen başlayın.Firefox Geliştirici Araçları'nı HTML and CSS'i incelemek ve düzenlemek, JavaScript'te hata ayıklamak ve sayfa içinde JavaScript'i çalıştırmak için kullanabilirsiniz. Bir sayfayı yüklerken tarayıcınızın karşılaştığı JavaScript ve CSS uyarı ve hatalarını görebilmeye ek olarak, ağ isteklerini görmek için de bu geliştirici araçlarını kullanabilirsiniz. 

+ +
Android için Firefox ve yakında Firefox OS çalıştıran kodda hata ayıklamak için geliştirici araçlarını kullanabilirsiniz. Mobil geliştirmeyi hedefleyen araçlar da sağladık: Duyarlı Tasarım Görünümü, bir sitenin küçük bir ekranda nasıl görüneceğini görmenin hızlı bir yoludur ve Firefox OS Simulator, bir Firefox OS uygulamasını masaüstünde gerek kalmadan çalıştırmanıza ve hata ayıklamanıza olanak tanır gerçek bir Firefox OS cihazı kullanmak için.
+ +
+ +
Firefox eklentileri hata ayıklayıcı API'sına erişebilir, böylece yerleşik araçları genişleten ve geliştiren kendi geliştirici araçlarınızı oluşturabilirsiniz. Uzaktan hata ayıklama protokolü ile kendi hata ayıklama istemcilerinizi ve sunucularınızı uygulayabilir, böylece kendi araçlarınızı kullanarak web sitelerinde hata ayıklama veya Firefox araçlarını kullanarak farklı hedeflerde hata ayıklama yapabilirsiniz.
+ +
+

Araç Kutusu

+ +

Araç Kutusu, Firefox içindeki tüm Geliştirici Araçları'nı tek çatı altına toplamayı sağlamaktadır.

+ +
+
Sayfa Denetçisi
+
Görünüm ve seçili öğe için HTML ve CSS ayarları.
+
Web Konsolu
+
Web sayfası yükleyen browser tarafından gönderilen bilgi, uyarı ve hata mesajlarını görün, ve JavaScript kullanarak sayfayı inceleyin ve degiştirin.
+
Biçim Editörü
+
Sayfanızdaki CSS ayarlarını görün ve düzenleyin.
+
JavaScript Debugger
+
Browserda calışan JavaScript kodunu inceleyin ve değişkenleri takip ederek kodunuzu debug edin.
+
JavaScript Profiler
+
Profiler'ı kullanarak JavaScript'inizin vaktini nerede harcadığını anlayın.
+
Ağ izleyici
+
Bir sayfa yüklendiğinde gerçekleşen bütün ağ taleplerini ve ne kadar süre aldıklarını inceleyin.
+
Shader Editör
+
Görüntüleme ve düzenleme köşe ve kullandığı parçası shader WebGL .
+
+
+ +
+

Mobil

+ +

Elbette mobil web geliştiricileri de web geliştiricileridir. Bu nedenle wen geliştirme araçlarının çoğunun mobil wen geliştiricilerini de ilgilendiriyor.Fakat sadece mobil geliştirmeyi hedefleyen bazı araçlar da hazırladık.

+ +
+
Uzaktan Hata Ayıklama
+
Android cihazında USB üzerinden hata ayıklamak için geliştirici araçlarını kullanın.
+
Firefox OS Simülatör
+
Gerçek bir Firefox OS cihazı kullanmanıza gerek kalmadan masaüstünde Firefox OS uygulamanızı çalıştırın ve hata ayıklayın.
+
Responsive Tasarım Görünümü
+
Tarayıcı pencerenizin boyutunu değiştirmeden web sitenizin veya uygulamanızın farklı ekran boyutlarında nasıl görüneceğini görün..
+
+
+ +
+

Bağımsız Araçlar

+ +

Bu araçlar Firefox'a dahil edilebilir, ama kullanıcı arayüzleri (GUI) Araç Kutusu'na entegre edilemezler.

+ +
+
Çalışma defteri
+
Yazdığınız ve JavaScript yürütmek sağlar Firefox yerleşik bir metin editörü.
+
Tarayıcı Konsol
+
içerik, krom içeren tarayıcıda çalışan tüm JavaScript kodundan mesajlarına bakın ve eklentileri. krom pencerenin bağlamda JavaScript kodunu yürütün.
+
Geliştirici Araç Çubuğu
+
Bir komut satırı arayüzü en sık kullanılan araçlara hızlı erişim için geliştirici Firefox'ta araçları ve düğmelerle işlemek ve çalışmak için.
+
3D Görünüm
+
"Tilt", bu mevcut sayfanın 3D görselleştirme sağlar olarak da bilinir.
+
Yanıp sönen Aracı Boya
+
Boya yanıp sönen aracı siteyle ilgili olası performans sorunları teşhis etmek için yardımcı olaylar karşısında yeniden boyanması ve tarayıcı penceresinin bir kısmını vurgular.
+
+
+
+ +
+

Diğer Kaynaklar

+ +

Mozilla'nın geliştirici araçları ekibi tarafından tutulan ancak değil bu bölümde listelenmiştir kaynakları yaygın web geliştiricileri tarafından kullanılır. Biz bu listedeki birkaç Firefox eklentileri dahil, fakat tam liste için bkz ettik addons.mozilla.org "Web Geliştirme" kategorisinde .

+ +
+
kundakçı
+
bir JavaScript debugger, HTML ve CSS düzenleyici ve gösterici ve ağ monitör de dahil olmak üzere bir çok popüler ve güçlü bir web geliştirme aracı.
+
DOM Ayıklayıcı
+
web sayfaları veya XUL pencerelerin DOM göz, kontrol ve düzenleme.
+
Web Geliştirici
+
Bir menü ve çeşitli web geliştirici araçları ile tarayıcıya bir araç çubuğu ekler.
+
Web Tasarım Aracı
+
Mozilla tarafından geliştirilen araçlar kümesi, insanlar Internet gelişimi ile başlarken amaçlayan.
+
W3C Doğrulayıcı
+
W3C web sitesinin dahil olmak üzere web geçerliliğini kontrol etmek bir dizi araç barındıran HTML ve CSS .
+
JSHint
+
JavaScript kod analiz aracı
+
diff --git a/files/tr/araclar/page_inspector/index.html b/files/tr/araclar/page_inspector/index.html new file mode 100644 index 0000000000..f50c28aa5c --- /dev/null +++ b/files/tr/araclar/page_inspector/index.html @@ -0,0 +1,46 @@ +--- +title: Page Inspector +slug: Araclar/Page_Inspector +translation_of: Tools/Page_Inspector +--- +

Bir sayfanın HTML'sini ve CSS'sini incelemek ve değiştirmek için Page Inspector'ı kullanın.

+ +

Firefox'un yerel kopyasında yüklü olan sayfaları veya Android için Firefox gibi uzak bir hedefi inceleyebilirsiniz. Geliştirici araçlarını uzak bir hedefe nasıl bağlayacağınızı öğrenmek için uzaktan hata ayıklamaya bakın.

+ +

Kullanıcı Arayüzü Turu

+ +

Page Inspector'daki yolunuzu bulmak için, arayüzü hızlı bir şekilde gezin.

+ +

Nasıl

+ +

Inspector'la neler yapabileceğinizi öğrenmek için, aşağıdaki kılavuzları inceleyin:

+ +
+ +
+ +

Reference

+ +
+ +
diff --git a/files/tr/araclar/performance/index.html b/files/tr/araclar/performance/index.html new file mode 100644 index 0000000000..803e590515 --- /dev/null +++ b/files/tr/araclar/performance/index.html @@ -0,0 +1,92 @@ +--- +title: Performance +slug: Araclar/Performance +translation_of: Tools/Performance +--- +
{{ToolsSidebar}}
+ +

The Performance tool gives you insight into your site's general responsiveness, JavaScript and layout performance. With the Performance tool you create a recording, or profile, of your site over a period of time. The tool then shows you an overview of the things the browser was doing to render your site over the profile, and a graph of the frame rate over the profile.

+ +

You get four sub-tools to examine aspects of the profile in more detail:

+ + + +

{{EmbedYouTube("WBmttwfA_k8")}}

+ +
+

Getting started

+ +
+
+
+
UI Tour
+
+

To find your way around the Performance tool, here's a quick tour of the UI.

+
+
+
+ +
+
+
How to
+
Basic tasks: open the tool, create, save, load, and configure recordings
+
+
+
+ +
+

Components of the Performance tool

+ +
+
+
+
Frame rate
+
Understand your site's overall responsiveness.
+
Call Tree
+
Find bottlenecks in your site's JavaScript.
+
Allocations
+
See the allocations made by your code over the course of the recording.
+
+
+ +
+
+
Waterfall
+
Understand the work the browser's doing as the user interacts with your site.
+
Flame Chart
+
See which JavaScript functions are executing, and when, over the course of the recording.
+
+
+
+
+ +
+

Scenarios

+ +
+
+
+
Animating CSS properties
+
Uses the Waterfall to understand how the browser updates a page, and how animating different CSS properties can affect performance.
+
+
+
+ +
+
+
Intensive JavaScript
+
Uses the frame rate and Waterfall tools to highlight performance problems caused by long-running JavaScript, and how using workers can help in this situation.
+
+
+
+ +
+
+
+
+
diff --git a/files/tr/araclar/remote_debugging/index.html b/files/tr/araclar/remote_debugging/index.html new file mode 100644 index 0000000000..0718a25e60 --- /dev/null +++ b/files/tr/araclar/remote_debugging/index.html @@ -0,0 +1,22 @@ +--- +title: Remote Debugging +slug: Araclar/Remote_Debugging +translation_of: Tools/Remote_Debugging +--- +

You can use the Firefox developer tools on your desktop to debug code running remotely: in a different process on the same device or on a completely different device. To do this you use Firefox to attach the Toolbox to the remote process, and the Toolbox is then launched in its own window. At the moment the following tools support remote debugging:

+ +

Firefox for Android

+

Remotely debugging Firefox for Android describes how to connect to Firefox on an Android device over USB.

+

Firefox for Metro

+

Remotely debugging Firefox for Metro describes how to use desktop Firefox to debug code running in Windows 8 (Metro-style) Firefox.

+

Firefox OS

+

Using the App Manager includes instructions for connecting the Firefox developer tools to the Firefox OS simulator or to a Firefox OS device.

+

Thunderbird

+

Remotely debugging Thunderbird explains how a combination of Firefox and Thunderbird can be used to debug code running in Thunderbird.

diff --git a/files/tr/araclar/web_konsolu/bolunmus_konsol/index.html b/files/tr/araclar/web_konsolu/bolunmus_konsol/index.html new file mode 100644 index 0000000000..b145783aca --- /dev/null +++ b/files/tr/araclar/web_konsolu/bolunmus_konsol/index.html @@ -0,0 +1,20 @@ +--- +title: Bölünmüş Konsol +slug: Araclar/Web_Konsolu/Bolunmus_Konsol +translation_of: Tools/Web_Console/Split_console +--- +
{{ToolsSidebar}}
+ +

Konsolu diğer araçlarla birlikte kullanabilirsiniz. Araç kutusundaki başka bir araçtayken,  Esc'ye tıklayın ya da Araç Çubuğu menüsündeki "Bölünmüş Konsolu Göster"i seçin. Araç kutusu şimdi yukarıda orijinal araç ve altındaki web konsoluyla birlikte gözükecektir.

+ +

Bölünmüş konsolu tekrar Esc'ye tıklayarak ya da "Bölünmüş Konsolu Gizle" butonuyla kapatabilirsiniz.

+ +

+ +

{{EmbedYouTube("G2hyxhPHyXo")}}

+ +

Her zaman olduğu gibi,  $0 elementler için Denetçi'de seçilmiş kısaltmalar şeklinde çalışır:

+ +

Bölünmüş konsolu hata ayıklayıcı ile birlikte kullandığınızda, konsolun kapsamı o anda çalışan yığın çerçevesidir. Öyleyse fonksiyonda bir kesme noktasına gelirseniz, kapsam işlevin kapsamı olacaktır. İşlevde tanımlanan nesneler için otomatik tamamlama elde edersiniz ve bunları kolayca değiştirebilirsiniz:

+ +

diff --git a/files/tr/araclar/web_konsolu/index.html b/files/tr/araclar/web_konsolu/index.html new file mode 100644 index 0000000000..585d711508 --- /dev/null +++ b/files/tr/araclar/web_konsolu/index.html @@ -0,0 +1,45 @@ +--- +title: Web Konsolu +slug: Araclar/Web_Konsolu +tags: + - Debugging Guide Tools Turkish + - Türkçe DevOps Web Console Mozilla + - Türkçe Web Development + - Web Machine Türkçe + - Web console Türkçe +translation_of: Tools/Web_Console +--- +
{{ToolsSidebar}}
+ +

 Web Konsolu:

+ +
    +
  1. Kayıt bilgileri bir web sayfasıyla ilişkilidir: ağ istekleri, JavaScript, CSS, güvenlik hataları, uyarılar -ve hatalar da-, sayfa içeriğinde çalışan JavaScript kodunda uyarılar ve bilgilendirme mesajları açıkça tutulur.
  2. +
  3. Sayfa içeriğinde JavaScript ifadeleri çalıştırarak bir web sayfasıyla etkileşime girmenizi sağlar
  4. +
+ +

{{EmbedYouTube("C6Cyrpkb25k")}}

+ +
+
+
+
Web Konsolunu Açmak
+
Web Konsolu nasıl açılır bilgisi.
+
Komut Satırı Tercümanı
+
How to interact with a document using the Console.
+
Bölünmüş Konsol
+
Konsolu diğer araçlarla birlikte kullanın.
+
+
+ +
+
+
Konsol mesajları
+
Konsol kayıtlarının detayları.
+
Zengin Çıktı
+
Konsol tarafından kaydedilen nesnelere bakın ve bunlarla etkileşime geçin.
+
Klavye Kısaltmaları
+
Kısayol referansı.
+
+
+
diff --git a/files/tr/araclar/web_konsolu/komut_satiri_tercumani/index.html b/files/tr/araclar/web_konsolu/komut_satiri_tercumani/index.html new file mode 100644 index 0000000000..a63f823b21 --- /dev/null +++ b/files/tr/araclar/web_konsolu/komut_satiri_tercumani/index.html @@ -0,0 +1,141 @@ +--- +title: Komut Satırı Tercümanı +slug: Araclar/Web_Konsolu/Komut_Satiri_Tercumani +translation_of: Tools/Web_Console/The_command_line_interpreter +--- +
{{ToolsSidebar}}
+ +

Web Konsolu'nun komut satırını kullanarak gerçek zamanlı bir şekilde JavaScript ifadelerini yorumlayabilirsiniz.

+ +

+ +

İfadeleri Giriş

+ +

İfadeleri girmek için komut satırına yazmanız ve Enter 'a tıklamanız yeterlidir. çoklu satırlı ifadeleri girmek için, Enter yerine Shift+Enter kullanmalısınız.

+ +

Yazdığınız ifade mesaj görüntüleme penceresinde yankılanır ve sonuç şöyle olur:

+ +

Console output showing syntax highlighting

+ +

Enter tuşuna bastığınızda girişiniz tam gözükmüyorsa, Konsol bunu girişinizi tamamlamanızı sağlayan Shift+Enter kombinasyonu olarak kabul eder.

+ +

Örneğin, şöyle yazarsanız:

+ +
function foo() {
+ +

sonra Enter 'a basarsanız, Konsol girişi hemen gerçekleştirmez ama Shift+Enter tuşlarına basmışsınız gibi davranır, böylelikle işlev tanımı girmeyi bitirebilirsiniz.

+ +

Değişkenlere Erişmek

+ +

Sayfada tanımlanan değişkenlere erişebilirsiniz, hem pencere gibi yerleşik değişkenlere hem de jQuery gibi JavaScript tarafından eklenen değişkenlere:

+ +

Otomatik Tamamlama

+ +

Komut satırı otomatik tamamlama içerir: ilk birkaç harfi girin ve olası tamamlamalar ile bir açılır pencere görünür:

+ +

+ +

Öneriyi kabul etmek için Enter, Tab ya da sağ ok tuşunu kullanın, farklı bir öneriye geçmek için ise yukarı aşağı oklarını kullanın, ya da önerilerden hiçbirini beğenmiyorsanız yazmaya devam edin.

+ +

Konsol otomatik tamamlama önerileri büyük/küçük harf duyarlı değildir.

+ +

Konsol,mevcut olarak yürütülen yığın çerçevesinin kapsamından tamamlamalar önerir. Bu şu anlama gelir, bir fonksiyonda kesme noktasına ulaşırsanız, fonksiyondaki yerel nesneler için otomatik tamamlama elde edersiniz.

+ +

Otomatik tamamlama önerilerini dizi elemanları için de alırsınız:

+ +

Değişkenleri tanımlamak

+ +

Kendi değişken ve fonksiyonlarınızı tanımlayıp sonra onlara erişebilirsiniz:

+ +

Console output showing syntax highlighting

+ +

Girdiğiniz metin, yorumlandıktan sonra sözdizimi kurallarınca vurgulama özelliğine sahip olacaktır.

+ +
+

Not: Erişilebilirlik özellikleri etkinleştirilmişse, sözdizimi kuralları vurgulanması(syntax highlighting) tarayıcınızda gözükmez.

+
+ +

Komut Geçmişi

+ + + +

Komut satırı yazdığınız komutları hatırlar: geçmişinizde ileri veya geri gitmek için yukarı veya aşağı oklarını kullanın.

+ +

Komut geçmişi oturumlar arası kalıcıdır. Geçmişi silmek için, sclearHistory() yardımcı fonksiyonunu kullanın.

+ +

Firefox 65 ile başlanarak, Linux ve Mac'te veya Windows'ta PowerShell'de olduğu gibi komut satırı geçmişinde ters bir arama başlatabilirsiniz.

+ +

Ters aramayı başlatmak için Windows ve Linux'ta F9, Mac'te Ctrl + R tuşlarına basın.

+ +

+ +

Konsolun altındaki giriş kutusuna aramak istediğiniz metni girin. Aradığınız komutu yazmaya başlayın, ilk eşleşme konsolda gösterilecektir. Tekrar tekrar  Ctrl + R (F9 Windows ve Linux'ta) yazmak, eşleşmeler arasında geriye doğru dönecektir.

+ +

+ +

Geriye doğru aramayı başlattıktan sonra, eşleşme listesinde ileriye bakmak için Ctrl + S (Shift + F9 Windows ve Linux'ta) tuşlarını kullanabilirsiniz. İstediğiniz komutu bulduğunuzda, ifadeyi çalıştırmak için Return (Enter) tuşuna basın.

+ +

Iframe'lerle çalışmak

+ +

Bir sayfada gömülü iframe'ler varsa, konsolun kapsamını belirli bir iframe olarak değiştirmek için cd() komutunu kullanabilirsiniz ve sonrasında bu iframe tarafından barındırılan belgede tanımlanan işlevleri çalıştırabilirsiniz. cd() kullanarak bir iframe seçmenin üç yolu vardır: 

+ +

 iframe DOM öğesini iletebilirsiniz:

+ +
var frame = document.getElementById("frame1");
+cd(frame);
+ +

Iframe ile eşleşen bir CSS seçiciyi geçebilirsiniz:

+ +
cd("#frame1");
+ +

Iframe 'in global pencere nesnesini iletebilirsiniz:

+ +
var frame = document.getElementById("frame1");
+cd(frame.contentWindow);
+
+ +

İçeriği tekrar üst düzey pencereye geçirmek için, argüman olmadan cd() işlevini çağırın:

+ +
cd();
+ +

Örneğin, iframe yerleştiren bir belgemiz olduğunu varsayalım:

+ +
<!DOCTYPE html>
+<html>
+  <head>
+    <meta charset="UTF-8">
+  </head>
+  <body>
+    <iframe id="frame1" src="static/frame/my-frame1.html"></iframe>
+  </body>
+</html>
+ +

Iframe yeni bir fonksiyon tanımlar:

+ +
<!DOCTYPE html>
+<html>
+  <head>
+    <meta charset="UTF-8">
+    <script>
+      function whoAreYou() {
+        return "I'm frame1";
+      }
+   </script>
+  </head>
+  <body>
+  </body>
+</html>
+ +

Bağlamı şu şekilde iframe olarak değiştirebilirsiniz:

+ +
cd("#frame1");
+ +

Şimdi global pencerenin belgesinin iframe olduğunu fark edeceksiniz:

+ +

Ve, iframe'de tanımlanan işlevi çağırabilirsiniz:

+ +

+ +

Yardımcı Komutlar

+ +

{{ page("en-US/docs/Tools/Web_Console/Helpers", "The commands") }}

diff --git a/files/tr/araclar/web_konsolu/web_konsolunu_acmak/index.html b/files/tr/araclar/web_konsolu/web_konsolunu_acmak/index.html new file mode 100644 index 0000000000..d1a1ebb0d5 --- /dev/null +++ b/files/tr/araclar/web_konsolu/web_konsolunu_acmak/index.html @@ -0,0 +1,30 @@ +--- +title: Web Konsolu'nu Açmak +slug: Araclar/Web_Konsolu/Web_Konsolunu_Acmak +translation_of: Tools/Web_Console/UI_Tour +--- +
{{ToolsSidebar}}
+ +

Web Konsolu'nu açmak için:

+ + + +

Araç Kutusu alt kısımda gözükecektir, tarayıcı penceresinin solunda veya sağında (yerleştirme ayarlarınıza bağlı olarak), Web konsolu aktif edilir. (DevTools toolbar'da "Konsol" olarak adlandırılır.):

+ +

+ +

Web Konsolu'nun arayüzü dört yatay bölüme ayrılmıştır:

+ + + +
+

Not: Konsolun içeriğini  Ctrl + Shift + L  (Windows, macOS, ve Linux'ta) veya Cmd + K  (macOS'da) klavye komutlarıyla temizleyebilirsiniz.

+
diff --git a/files/tr/araclar/web_konsolu/zengin_cikti/index.html b/files/tr/araclar/web_konsolu/zengin_cikti/index.html new file mode 100644 index 0000000000..388246ba4b --- /dev/null +++ b/files/tr/araclar/web_konsolu/zengin_cikti/index.html @@ -0,0 +1,113 @@ +--- +title: Zengin Çıktı +slug: Araclar/Web_Konsolu/Zengin_Cikti +translation_of: Tools/Web_Console/Rich_output +--- +
{{ToolsSidebar}}
+ +

Web konsolu nesneleri yazdırdığında, sadece nesnenin adından daha zengin bir bilgi kümesi içerir. Bilhassa:

+ + + +

Türe Özgü Zengin Çıktı

+ +

Web konsolu aşağıdakiler dahil birçok nesne türü için zengin çıktı sağlar:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Object
Array
Date
Promise +

+
RegExp
Window
Document
Element
Event
+ +

Nesne Özelliklerini İnceleme

+ +

Bir nesne konsolda günlüğe kaydedildiğinde yanında genişletilebileceğini belirten dik bir üçgen bulunur. Üçgene tıkladığınızda nesne içeriğini gösterecek şekilde genişletecektir:

+ +

+ +

Firefox 67'den başlayarak (şu anda Firefox geliştirici'de kullanılabilir) konsolda görüntülenen nesnelerde gezinmek için klavyenizdeki ok tuşlarını kullanabilirsiniz. Sağ ok tuşu bir nesnenin ayrıntılarını açar ve sol ok tuşu açık nesneleri kapatır.

+ +

İstek ayrıntılarının incelenmesi

+ +

Nesne ayrıntılarını incelemeye benzer şekilde, you can see the details about a network request directly in the console. İsteğin yanındaki oka tıklayın; Ağ İzleyicisi aracındaki Başlıklar paneline eşdeğer olan bir detay paneli açılacaktır.

+ +

{{EmbedYouTube("Cj3Pjq6jk9s")}}

+ +

Çıktıyı panoya aktar

+ +

Konsol penceresinde çıktı aldığınızda, çıktıyı sağ tıklayıp Görünür mesajları panoya aktar seçeneğini seçerek panoya kaydedebilirsiniz:

+ +

+ +

Bu çıktının tümünü panoya kopyalar. Sonrasında bir belgeye yapıştırabilirsiniz. Çıktı şöyle görünecektir:

+ +
console.log(todoList)
+Array(4) [ {…}, {…}, {…}, {…} ]
+debugger eval code:1:9
+undefined
+ +

Diziler gibi nesneleri de genişletirseniz, biraz farklı içerik elde edersiniz. Örneğin, yukarıdaki listedeki diziyi genişleterek aşağıdakileri alıyorum:

+ +
console.log(todoList)
+(4) […]
+​
+0: Object { status: "Done", description: "Morning Pages", dateCreated: 1552404478137 }
+​
+1: Object { status: "In Progress", description: "Refactor styles", dateCreated: 1552404493169 }
+​
+2: Object { status: "To Do", description: "Create feedback form", dateCreated: 1552404512630 }
+​
+3: Object { status: "To Do", description: "Normalize table", dateCreated: 1552404533790 }
+​
+length: 4
+​
+<prototype>: Array []
+debugger eval code:1:9
+undefined
+ +

DOM düğümlerini vurgulama ve inceleme

+ +

Fareyi konsol çıktısındaki herhangi bir DOM öğesinin üzerine getirdiğinizde sayfada vurgulanır:

+ +

Yukarıdaki ekran görüntüsünde, konsol çıktısındaki düğümün yanında mavi renkli bir "hedef" simgesi göreceksiniz: seçili düğümü seçerek denetçiye geçmek için tıklayın.

diff --git a/files/tr/archive/add-ons/index.html b/files/tr/archive/add-ons/index.html new file mode 100644 index 0000000000..d0ae6e7666 --- /dev/null +++ b/files/tr/archive/add-ons/index.html @@ -0,0 +1,69 @@ +--- +title: Add-ons +slug: Archive/Add-ons +tags: + - Add-ons + - Archive + - Extensions + - NeedsTranslation + - TopicStub +translation_of: Archive/Add-ons +--- +
{{AddonSidebar}}
+ +

Archived add-ons documentation.

+ +
+
Add-on SDK
+
Using the Add-on SDK, you can create Firefox add-ons. You can use various standard Web technologies: JavaScript, HTML, and CSS, to create the add-ons. The SDK includes JavaScript APIs, which you can use to create add-ons and tools for creating, running, testing, and packaging add-ons.
+
bookmarks.export()
+
Exports bookmarks to an HTML bookmark file.
+
bookmarks.import()
+
Imports bookmarks from an HTML bookmark file.
+
Bootstrapped extensions
+
browser.bookmarks.export( function() {...} // optional function )
+
Code snippets
+
+
Creating custom Firefox extensions with the Mozilla build system
+
There is a wealth of material on creating extensions for Firefox. All of these documents currently assume, however, that you are developing your extension using XUL and JavaScript only. For complex extensions, it may be necessary to create components in C++ that provide additional functionality. Reasons why you might want to include C++ components in your extension include:
+
Embedded WebExtension
+
Starting in Firefox 51, you can embed a WebExtension in a classic bootstrapped extension or an Add-on SDK add-on. The embedded WebExtension's files are packaged inside the legacy add-on. The embedded WebExtension doesn't directly share its scope with the embedding legacy add-on, but they can exchange messages using the messaging functions defined in the runtime API.
+
Extension Etiquette
+
This article describes best practices when making extensions, including how to be kind to your users. It assumes that you are already familiar with Building an Extension.
+
Extension Packaging
+
By the end of 2017 WebExtensions will be the only supported add-on type in Firefox. To learn how to install a WebExtension for testing purposes, see Temporary Installation in Firefox. To learn how to package a WebExtension for distribution, see Publishing your WebExtension.
+
Extensions support in SeaMonkey 2
+
Starting with SeaMonkey 2 Alpha 1 SeaMonkey supports toolkit/-style extensions. These type of extensions have many advantages for both users and developers compared to the old xpinstall/-style extensions.
+
Firefox addons developer guide
+
The original document is in Japanese and distributed via the xuldev.org website. So there may be still some reference to the xuldev website (we want to host source code on MDC, not on xuldev), and to Japanese things (like some specific locales, which have been translated to French since non-latin characters are not well supported).
+
Hotfix Extension
+
This document has been moved to the Add-ons wiki.
+
How to convert an overlay extension to restartless
+
First off, what kind of add-on are we talking about here? Well, XUL overlays and windows, JSM files, chrome & resource mappings with localization, default preferences, but no XPCOM components of your own. Some of that will have to be replaced and the rest will need to be loaded differently.
+
Inline options
+
Firefox 7 supports a new syntax for defining extensions' preferences for both bootstrapped and traditional extensions. The user interface for the preferences defined with this new syntax appears in the extension's detail view in the Add-on Manager. This functionality originally appeared in Firefox mobile and is now available in Firefox on the desktop as well.
+
Install Manifests
+
An Install Manifest is the file an Add-on Manager-enabled XUL application (e.g. Firefox or Thunderbird) uses to determine information about an add-on as it is being installed. It contains metadata identifying the add-on, providing information about who created it, where more information can be found about it, which versions of what applications it is compatible with, how it should be updated, and so on.
+
Interaction between privileged and non-privileged pages
+
An easy way to send data from a web page to an extension is by using custom DOM events. In your extension's browser.xul overlay, write code which listens for a custom DOM event. Here we call the event MyExtensionEvent.
+
Legacy Add-ons
+
This section contains links to documentation for legacy technology for add-on development, including:
+
Legacy extensions for Firefox for Android
+
Add-ons that work with desktop Firefox do not automatically work in Firefox for Android:
+
Overlay extensions
+
This page contains links to documentation for the approach to developing extensions for Gecko-based applications which uses:
+
Performance best practices in extensions
+
One of Firefox's great advantages is its extreme extensibility. Extensions can do almost anything. There is a down side to this: poorly written extensions can have a severe impact on the browsing experience, including on the overall performance of Firefox itself. This article offers some best practices and suggestions that can not only improve the performance and speed of your extension, but also of Firefox itself.
+
Security best practices in extensions
+
This document is intended as a guide for developers to promote best practices in securing your extension. Your goal is to keep your users safe. Some items mentioned are strict guidelines, meaning that if you don't follow them then your add-on will not be approved on Mozilla add-ons. Other items are recommendations. The difference will be clearly flagged.
+
Setting up an extension development environment
+
This article provides suggestions for how to set up your Mozilla application for extension development. These details apply to Firefox, Thunderbird, and SeaMonkey (version 2.0 and above).
+
Tabbed browser
+
Here you should find a set of useful code snippets to help you work with Firefox's tabbed browser. The comments normally mark where you should be inserting your own code.
+
Techniques
+
+
Working with multiprocess Firefox
+
In older versions of Firefox, chrome code (including code inserted by extensions) and content run in the same operating system process. So extensions can access content directly:
+
+ +

 

diff --git a/files/tr/archive/b2g_os/index.html b/files/tr/archive/b2g_os/index.html new file mode 100644 index 0000000000..701dd296eb --- /dev/null +++ b/files/tr/archive/b2g_os/index.html @@ -0,0 +1,218 @@ +--- +title: B2G OS +slug: Archive/B2G_OS +tags: + - Firefox OS + - Gaia + - NeedsTranslation + - TopicStub +translation_of: Archive/B2G_OS +--- +
B2G OS is (was) a complete, standalone operating system for the open web. It is an open source project developed by the Mozilla community and forms the basis of Firefox OS products. As of 2017 it is no longer maintained.
+ +

B2G OS is a community maintained open source operating system for smartphones, tablets, smart TVs and other connected devices. The project was started in 2011 and is based on the Linux kernel and Gecko rendering engine. The entire user interface is built using web technologies (HTML, CSS and JavaScript) and can be used to launch and use web applications. Since Mozilla discontinued their commercial Firefox OS smartphone program the smartphone part of the project is entirely maintained by Mozilla's volunteer community, and branded as B2G OS.

+ +

+ +

Index of pages

+ +
+
Automated Testing of B2G OS
+
This page offers articles that provide information about various aspects of testing B2G OS, including running different tests, automation, and result reporting and tracking.
+
B2G OS add-ons
+
You should follow the below steps to get set up to start developing extensions.
+
B2G OS APIs
+
List of B2G OS APIs
+
B2G OS architecture
+
This article is a high-level overview of the architecture of the B2G OS platform, introducing key concepts and explaining how its components interact at a basic level.
+
B2G OS build prerequisites
+
Before obtaining the code to build B2G OS, even if you are simply trying to build Gaia, you need a properly configured build system — this page shows you how. You can currently build on 64-bit Linux distributions and OS X.
+
B2G OS phone guide
+
This section contains developer information relevant to specific phones that run B2G OS — both developer and consumer devices.
+
Building and installing B2G OS
+
The articles listed on this page will guide you through building and installing B2G OS on an emulator or compatible device, or the Gaia user interface in the Firefox browser.
+
Building B2G OS
+
Once you've set up your build system and performed your initial pull and configure the code, you can build Boot to Gecko. This guide explains how.
+
Building the B2G OS Simulator
+
Just like Firefox Nightlies, the B2G OS simulator desktop client (identified by b2g-) is automatically built every day from the latest source code. The latest build is available from the Mozilla FTP server. Be sure to pick the latest version and the right archive for your operating system. This lets you bypass having to build it yourself. In addition, you don't have to download Gaia on your own either.
+
Choosing how to run Gaia or B2G
+
Depending on your specific needs, you have an assortment of options to consider when experimenting with Firefox OS or the Gaia user interface. You can choose among the following options; each has its advantages and disadvantages to consider, and some are more flexible than others.
+
Crash Reporting Guide for Firefox OS Partners
+
Mozilla has a world-class system for collecting, analyzing, and fixing crashes and other stability issues such as hangs. Firefox OS partners need to work with Mozilla to correctly enable crash reporting and upload symbols.
+
Customization with the .userconfig file
+
The .userconfig file isn't checked into source code control, so your changes won't be overwritten when you update your source tree. It needs to be created in the root of the B2G tree; that is, in the same directory as flash.sh, build.sh, and so forth. You should add this before you run your config and build steps.
+
Debugging on Firefox OS
+
There are two main types of debugging you'll want to with Firefox OS: debugging apps, and debugging other aspects of the system.
+
Developer Mode
+
The current Firefox OS permissions model precludes modification and installation of certified/internal apps, which makes some device APIs completely unavailable to Marketplace and web apps. Developer Mode (DM) allows the user to indicate that they would like to relax the permissions model and expose all device APIs to content, as well as setting a group of related preferences. This article provides a high-level overview.
+
Developing Firefox OS
+
This section provides useful documentation covering different ways in which Firefox OS (codename Boot2Gecko, or B2G) can be modified/customized during the build process, and how you can help to develop the low level platform areas such as Gecko and Gonk.
+
Firefox OS apps
+
This section of the Firefox OS docs covers the specific techniques required — and available tools — for building Firefox OS apps. You'll find a number of details below, from Firefox OS building blocks/web components, to device APIs and App installation.
+
Firefox OS board guide
+
This section contains developer information relevant to specific phones that run Firefox OS — both developer and consumer devices.
+
Firefox OS developer release notes
+
This section provides articles covering each new release of Gaia and Gecko for Firefox OS, explaining what features were added and bugs eliminated in each update. There is also a linked summary table showing what APIs are supported by each version of Firefox OS.
+
Firefox OS security
+
The following articles cover security-related topics about Firefox OS. This includes overall security features as well as application security and how the install process is kept secure.
+
Firefox OS Simulator
+
The Firefox OS Simulator is a version of the higher layers of Firefox OS that simulates a Firefox OS device, but runs on the desktop. This means that in many cases, you don't need a real device to test and debug your app. It runs in a window the same size as a Firefox OS device, includes the Firefox OS user interface and built-in apps, and simulates many of the Firefox OS device APIs.
+
Firefox OS usage tips
+
Explains all of the developer features on the phone and what they do (Settings > Device information > More information > Developer)
+
Gaia
+
Gaia is B2G OS's user interface and suite of default apps: it includes the lock screen, home screen, dialer, and other applications. Essentially, Gaia is a set of complex web apps that runs on top of the B2G OS platform. This set of articles covers all you need to know to contribute to the Gaia project.
+
Installing B2G OS on a mobile device
+
Once you've built Boot to Gecko for a supported mobile device, you can install it. This article will guide you through the process.
+
Introduction to Firefox OS
+
This set of documentation is aimed mainly at web developers and platform developers who want to learn how Firefox OS works, how to contribute to the project, and how to build their own custom versions of the software and install it on devices. For those who want to create and distribute their own web apps, the App Center and Marketplace Zone are good places to go.
+
Mulet
+
Following this guide you're going to run Gaia inside of a special build of Firefox called Firefox Mulet. This gives you the advantages of having a rapid development cycle, as well as standard web development tools and debuggers available to work with. First of all, you need to have the Gaia repo cloned on your machine and build your own profile. Then, you have to install mulet and run it, passing your Gaia profile as the profile to use.
+
Open web apps quickstart
+
Quickstart information on coding Open Web Apps.
+
Pandaboard
+
This is a guide to setting up Firefox OS on a PandaBoard. The PandaBoard is a low-cost OMAP 4 based development board for developing mobile operating systems.
+
PasscodeHelper Internals
+
PasscodeHelper is a Gaia helper library for modifying and checking the Firefox OS lockscreen passcode (i.e., pin) from within Gaia, performing functions such as checking whether an entered passcode is correct, and changing the code. This article documents how PasscodeHelper works.
+
Porting B2G OS
+
This page lists the available resources for porting B2GOS.
+
Preparing for your first B2G build
+
Depending on your internet connection, the configuration steps may take several hours to download everything you need to build B2G OS. Waiting is not as fun as doing, so after you have read through this page and have kicked off the configure script, consider using the time to set up and try out the B2G OS simulator, begin familiarizing yourself with Documentation for app developers including Designing and Building an App, or familiarize yourself with the information on upcoming steps.
+
Resources
+
Resources for App hackers, as generated from our workshops
+
Running tests on Firefox OS: A guide for developers
+
If you are a Gecko developer, then you should review the Firefox OS-specific documentation for the test automation you are already familar with: mochitest, reftest, and xpcshell.
+
The B2G OS platform
+
The B2G OS platform consists of many components. While you don't need to understand its architecture in order to build applications that run on B2G OS, if you're working on developing or porting the platform — or are simply curious — the following documentation may be of interest to you.
+
Troubleshooting B2G OS
+
This article provides tips for resolving common problems you may have while using B2G OS.
+
Using the App Manager
+
The App Manager is a tool for Firefox Desktop which provides a number of useful tools to help developers test, deploy and debug HTML5 web apps on Firefox OS phones & Simulator, directly from Firefox browser. This page documents how to use the App Manager.
+
Using the B2G emulators
+
This article provides a brief guide to some key things you should know when using the boot to Gecko emulators. This doesn't appear to be a complete user manual; instead, it simply tells you a few useful things that you might not learn on your own.
+
Web applications
+
This page is intended to be a first, non thorough, attempt to collect web apps.
+
Web Bluetooth API (Firefox OS)
+
The Web Bluetooth API lets an open web app discover, pair with, and connect to Bluetooth devices. As it is a completely experimental and non-standard API, the Bluetooth API is currently available for certified applications only. However, there is some traction to have such an API available for regular Web content; this will be discussed as part of the W3C's System Applications Working Group.
+
Web Telephony API
+
Web Telephony is an API that makes it possible for web content to handle voice phone calls using JavaScript.
+
+ +

Old page content

+ +
+

Note: Call for contribution & Call for App adoption has been made to gather more people, feel free to share it !

+
+ +
+
+

How you can help

+ +
    +
  • File & fix bugs (meta bug is bug 1252143)
  • +
  • Help us fix failing tests
  • +
  • Port a gaia smartphone app: +
      +
    1. Turn it into a webapp (or)
    2. +
    3. Turn it into chrome:// (why?) & report back
    4. +
    +
  • +
  • Port B2G OS to your phone or help us to maintain a port
  • +
  • Help improve translate this documentation & wiki
  • +
  • Propose & implement new smartphone features
  • +
+
+ +
+

Get involved

+ + + +

To participate in meetings and community Working Groups meetings, register on this Calendar. They are announced on Discourse, where you can find information about how to attend & notes.

+
+ +
+

Compatible devices

+ + + +

For more information see this page.
+ Flash you device easily with B2G installer.
+ Your device is not in the list ? Try Mulet on desktop.

+ +

*WIP = Work In Progress.

+
+
+ + diff --git a/files/tr/archive/b2g_os/phone_guide/flame/index.html b/files/tr/archive/b2g_os/phone_guide/flame/index.html new file mode 100644 index 0000000000..87535ba7cc --- /dev/null +++ b/files/tr/archive/b2g_os/phone_guide/flame/index.html @@ -0,0 +1,401 @@ +--- +title: Flame +slug: Archive/B2G_OS/Phone_guide/Flame +translation_of: Archive/B2G_OS/Phone_guide/Flame +--- +
+

Flame'inizdeki Güncellemeler: Flame cihazınızla ilgili periyodik yazılım güncellemeleri ve diğer haberleri almak için aşağıdaki e-posta listesine katılmanızı öneririz: https://mail.mozilla.org/listinfo/flamenews

+
+ +

A picture of the Flame device, showing the Firefox OS homescreen containing several app icons.

+ +

Available to order

+ +

Flame geliştirici referans telefonu Firefox OS cihaz sürümleri içinde bir dönüm noktasıdır. Flame donanımı geliştiricilerin mükemmel içerik ve deneyimler inşa etmesine yardımcı olmak için - FWGA ekran ve çift-çekirdek işlemci gibi - birtakım temsili özellikler sunmaktadır. Aygıt modeline özgü hataları dert etmeden adresle ilgili yazılım sorunlarını test etmeyi kolaylaştıran tek bir test platformu da test edenler için faydalı olacaktır.

+ +

If you have your phone in hand and want to start playing with it, developing and distributing apps, or contributing to the Firefox platform, the following links will also get you where you need to go:

+ + + +

If you’d like to find out more about updating the operating system, recovering it, pushing apps to it, or phone specs, you’ll find the information you need below.

+ +

Purchasing a device

+ +

Our device manufacturer partner has made the device available to order on everbuying.com, for US$170 including global shipping (device cost is $145, shipping is $25 and custom fees may still apply, depending on the destination country). The device is bootloader- and carrier-unlocked, and it utilizes a quad-band GSM+UMTS radio so that it can work with a wide variety of operators/carriers.

+ +

Important steps to follow first

+ +

There are a couple of steps you should make sure you follow for your particular operating system, before you start trying to update your device, for example by updating your Flame's version of Firefox OS, or pushing apps to your phone (both are covered below.)

+ +

All operating systems

+ +

You need to install ADB and Fastboot on your computer — these are applications that allow you to interact with your phone from your computer when the two are connected via the phone's USB charger cable. They are needed for Flashing your phone to a new version of Firefox OS, recovering from an unresponsive state, pushing apps to your phone, etc.

+ +
+

Note: If you are on Ubuntu you can install ADB and Fastboot simply by using sudo apt-get install android-tools-adb android-tools-fastboot on the command line.

+ +

Note: If you are on Mac OS you can install ADB and Fastboot simply by using Homebrew on the command line. See Installing and using ADB.

+
+ +

ADB and Fastboot are available in the Android Developer Toolkit:

+ +
    +
  1. Go to the above link.
  2. +
  3. Press the Download Eclipse ADT button.
  4. +
  5. Agree to the license conditions.
  6. +
  7. Choose between the 32-bit and 64-bit version (32-bit will do if you are not sure).
  8. +
  9. Click the final Download Eclipse ADT with the Android SDK... button.
  10. +
  11. Once the download is complete, unzip the zip file's contents onto your computer's desktop.
  12. +
  13. The folder name is a bit complicated; rename it to just adt.
  14. +
+ +

ADB is a tool that you run from the command line. If you open your terminal/command prompt, go to adt/sdk/platform-tools and run the adb command, you should see a load of information thrown back at you about what you can do with ADB. Running adb devices should return the line List of devices attached, and nothing else, because you haven't got any devices attached yet.

+ +

But at this point, you need to set the PATH variable to point to the ADB tool, so you can run it from anywhere, not just when you are in the exact directory that ADB is in.

+ +

To do this on Windows 8 (Windows 7 will be very similar, but with slightly different menu options):

+ + + +
+

Note: To open command prompt, Right click on the Windows button in the bottom left and select Command Line

+
+ +

On Mac/Linux:

+ + + +

Extra steps for Linux and Mac

+ +

No additional steps should be required if you are using a Linux or Mac system, although depending on your Linux distro, you will likely need to add a udev rule for your phone.

+ +

To discover the vendor ID of your device, attach your phone via USB and use the command lsusb to view the devices deteced on the USB subsystem. Find your phone in the list, and note the initial four digits immediately following "ID". A common ID for the Flame is 05c6, so a udev rule in this case would be:

+ +
SUBSYSTEM=="usb", ATTRS{idVendor}=="05c6", MODE="0666"
+
+ +

If your device lists a different number, use that instead. For instance:

+ +
SUBSYSTEM=="usb", ATTRS{idVendor}=="18d1", MODE="0666"
+
+ +

Make sure to run udevadm control --reload-rules (could be automatic depending on your setup), then unplug and replug and your device before continuing.

+ +

Extra steps for Windows

+ +

To access the Flame device with the ADB and Mozilla dev tools like App Manager/WebIDE, a USB driver is required. Follow the steps outlined in the below sections to install it.

+ +

Downloading the driver

+ +

Download the Windows driver from this location. Once downloaded, extract the contents of the ZIP file to a suitable place on your hard drive.

+ +
+

Note: The Android Debug Bridge (ADB) must be installed first: see instructions above if you've not already done this.

+
+ +

Installing the USB Driver

+ +

At this point, connect your Flame device to your computer using a USB cable.

+ +

To install the driver, open the Alcatel_USB_Driver_Q_4.0.0_2013_11_11_noinstall directory within the extracted ZIP file and double click on the DriverInstaller.exe executable. You may receive a warning at this point that the executable is from an unknown publisher. If so, select the Yes button and the executable will be launched.

+ +

Simple dialog box showing a picture of a phone along with install and uninstall buttons.

+ +

Click on the Install button to install the driver.

+ +

After the driver installs, you can check that it is working by opening a command line window and typing adb devices. This should list the connected device with an output something like:

+ +
List of devices attached
+3561d02a          device
+ +

If your device is not showing up here, check in the Windows Device Manager. Your Flame may be showing up as "ACER ADB Interface". You can confirm this by unplugging the device and seeing if it disappears from the device manager. Uninstall the driver software by right-clicking on "ACER ADB Interface" and clicking uninstall.  Be sure to check the box in the dialog to delete the driver software.  Now re-run the installer above. It is advisable to set the screen timeout on your Flame to something high (Settings > Display > Screen timeout) as Windows sometimes appears to reinstall the default drivers when the screen turns off.

+ +

Updating your Flame's software

+ +

We will have two main "channels" of Firefox OS software version releases for the Flame phone:

+ + + +

You can get recovery files and tools at the following storage location:

+ + + +
+

Note: Firefox OS images v180 and above are based on Android KK (Kitkat, 4.4); JB (Jellybean, 4.1–4.3) builds have now been discontinued and are no longer supported, so don't use anything older than v180.

+
+ +
+

Note: You can find out what base image your device is running using the following command: adb shell getprop ro.bootloader

+
+ +
+

Important: When running a shallow or full flash, your phone data will be overwritten: you should therefore back up your data before updating! See the {{anch("Backing up and restoring your Flame data")}} section for more details.

+
+ +

To install the base image on your device:

+ +
    +
  1. Make sure remote debugging is enabled on your Flame, using the Remote debugging/Debugging via USB option in the device's Developer settings (the option is different, depending on whether you have Firefox 1.3 and under, or Firefox 1.4+ installed).
  2. +
  3. Connect your Flame to your computer via a USB cable if it isn't already. Verify that the computer is connected to the device by running the adb devices command in a terminal.
  4. +
  5. Download the .zip file referenced above. Unzip it onto your Desktop.
  6. +
  7. Go into the directory you extracted the software into and run it: +
      +
    • On Windows, enter the directory in your command prompt, then run the flash.bat script using flash.bat (or double click the file in explorer.)
      + Note: If flash.bat is missing, simply rename the flash.sh file to flash.bat, then run that. Make sure you have adb and fastboot installed and available on PATH.
    • +
    • On Linux / OSX, enter the directory in your terminal, then run the flash.sh script using ./flash.sh (previous instructions encouraged you to use sudo. Don't. It is really dangerous to use sudo with things you download from the Internet. If the flash script fails to see your device, please double-check that your udev rules are correct). If you do not see a flash.sh file, simply rename flash.bat to flash.sh first and then use the above command.
    • +
    +
  8. +
+ +
+

Note: You are also welcome to build your own builds to install on the Flame: see Building and installing Firefox OS.

+
+ +

Font fix

+ +

After updating Gecko and Gaia to nightly with the v180 base image, there will be a mismatch between the fonts that Gecko and Gaia expects and what the base image provides. To fix this, download our font update package, extract it, navigate into the directory created by extracting, and run the supplied flash.sh script.

+ +
+

Note: Another option is to use the update_system_fonts.sh script, which will download and flash the system fonts automatically.

+
+ +

Updating your Flame to a nightly build

+ +
+

Note: For this current build, Nightly development builds of Firefox OS do not support A-GPS, which may lead to slow performance of GPS functionality. We plan to resolve this in an updated future Nightly channel.

+
+ +
+

Important: When running a shallow or full flash, your phone data will be overwritten: you should therefore back up your data before updating! See the {{anch("Backing up and restoring your Flame data")}} section for more details.

+
+ +
    +
  1. Before updating your phone to a Nightly build you should flash the latest base image to make sure the underlying systems are up to date. Download a base image and use it to update your device's software, as explained above.
  2. +
  3. Because the above step installs a fresh operating system on your device, you'll need to enable remote debugging on your Flame again, using the Remote debugging option in the device's Developer settings.
  4. +
  5. Next, choose a build to install (found on http://ftp.mozilla.org/pub/mozilla.org/b2g/nightly/.) You'll want one of the following: + +
  6. +
  7. Pick a version and download both the b2g-XX.XX.en-US.android-arm.tar.gz and gaia.zip files. Save them inside a directory on your Desktop called something like fxos.
  8. +
  9. Download the shallow flash script and save it in  the same directory as the above two files: follow the link, press the Raw button, then use your browser's save functionality to save the page directly as shallow_flash.sh.
  10. +
  11. For Windows users: Also download the shallow_flash.bat windows script and install Cygwin which provides a Linux-like command environment on Windows. You will need to install the default Cygwin base category plus the unzip package but shallow_flash.bat will do this for you if you download and copy the Cygwin setup*.exe to the same folder as the script.
  12. +
  13. +

    In your Terminal, cd into the directory you saved the files in and Flash the builds to your phone using the following:

    + +

    Linux:

    + +
    ./shallow_flash.sh --gaia=gaia.zip --gecko=b2g-XX.XX.en-US.android-arm.tar.gz
    +
    + +

    Mac:

    + +
    ./shallow_flash.sh --gaia gaia.zip --gecko b2g-XX.XX.en-US.android-arm.tar.gz
    + +

    Windows:

    + +

    Double click shallow_flash.bat (with cogs icon) or run it from a command shell. It will flash gaia.zip and a single b2g-XX.XX.en-US.android-arm.tar.gz file.

    +
  14. +
+ +
+

Note: If you get a "permission denied" error when running the above commands, your shell script probably doesn't have the right permissions. Running chmod +x shallow_flash.sh on it should solve this problem.

+
+ +
+

Note: A "shallow flash" updates Gecko and Gaia plus data directories, as opposed to a full flash, which updates Gecko/Gaia, but also the underlying Gonk layer and associated binaries particular to that device type. This is why it is a good idea to update to the official base image first, as suggested above, then shallow flash over the top of that, once you've got the Gonk/binary layer right.

+
+ +

Once the install procedure finishes the phone should reboot into the updated build and display the first time user workflow.

+ +

Switch to nightly update channel

+ +
    +
  1. Make sure remote debugging is enabled on your Flame, using the Remote debugging/Debugging via USB option in the device's Developer settings
  2. +
  3. Download the change channel script: follow the link, press the Raw button, then use your browser's save functionality to save the page directly as change_channel.sh.
  4. +
  5. In your Terminal, cd into the directory you saved the script in and change the update channel on your phone using the following command:
    + +
    ./change_channel.sh -v nightly
    +
  6. +
  7. Once the phone reboots, check for updates by going into Settings > Device information > Check now
  8. +
+ +

You should now get nightly OTA updates to your phone.

+ +
+

Note: You can choose between several different update channels. Run "./change_channel.sh -h" to see the other channel options.

+
+ +

Fastboot mode

+ +

If flashing a new build to your phone fails to work, your phone may become unresponsive, leading to the phone rebooting in recovery mode. The recovery mode provides few options (Reboot, Update from adb, Wipe data, Wipe cache, and Update from sdcard). Unfortunately, selecting Update from adb triggers a sideload mode in which you cannot use the other adb commands. The adb sideload command would work but the various flash scripts rely on other adb commands.

+ +

You can force fastboot mode as follows:

+ +
    +
  1. Power off the phone (which may involve removing the battery in extreme cases...)
  2. +
  3. Plug in the USB cable.
  4. +
  5. Power the phone up again by pressing the Volume Down and Power buttons together.
  6. +
+ +

The phone should now display the text "FASTBOOT": it is in fastboot mode and is waiting for a USB connection. At this point, a USB-connected, computer with adb installed should see the phone listed when the fastboot devices command is run. Note that regular adb would not see the device — only fastboot sees it. In this mode, you can use the flash script to install the last base image as explained above. As the script does use both adb and fastboot commands, you may see some initial error and warnings from adb, but the device should be flashed properly at the end of the procedure.

+ +

Emergency download mode

+ +

If flashing a new build to your phone fails to work, your phone becomes unresponsive, and the phone cannot enter fastboot mode, you can use emergency mode for recovery. A USB cable and the Emergency Download Tool are required to enter emergency download mode. Install this tool and follow the instructions.

+ +
+

Note: The tools provided are Windows only

+
+ +

Recovery mode

+ +

You can enter recovery mode to clear your phone data or manually update the firmware. There are two ways to enter this mode:

+ + + +

When in recovery mode, press the Volume up/down keys to move the selection highlight, and the Power key to select. Make sure you have your phone data (Contacts, SMS, etc.) backed up before clearing data, and your upgrade packages downloaded before updating.

+ +

Backing up and restoring your Flame data

+ +

When using a Flame, you won't want to lose your phone's contacts and other data while upgrading to a new build (as explained earlier in this article). To backup and restore data you can use our Backup and restore profile tool.

+ +
    +
  1. To use this, first download it from Github at the above link. The easiest way to save it is to press the Raw button, then save the raw code as a .sh file using your browser's Save As... option.
  2. +
  3. Next, make sure you'll have the necessary permissions to execute this file: cd into the directory where you saved the file, and run the following command: +
    chmod +x backup_restore_profile.sh
    +
  4. +
+ +
+

Note: When using this tool, you'll also need to make sure that your phone is connected via USB to your computer, and that ADB (see {{anch("Important steps to follow first")}} above) and Debugging via USB (in your device's Developer settings) are enabled.

+
+ +
+

Note: These instructions should work on Mac and Linux out of the box. To use the backup and restore feature on Windows you'll have to install Cygwin and run it from inside that.

+
+ +

Backing up data from your phone

+ +

In the directory where you saved the backup_restore_profile.sh file, run the following:

+ +
./backup_restore_profile.sh -b
+ +

This should save your device profile to a directory called mozilla-profile, in the same directory as the script is located.

+ +

Restoring data to your phone

+ +

In the directory where your mozilla-profile directory is located (see above section), run the following:

+ +
./backup_restore_profile.sh -r
+ +

Other options

+ +

The full list of options available for the backup_restore_profile.sh script is as follows:

+ + + +

Pushing apps to your Flame

+ +

The App Manager and WebIDE tools make it easy to push apps to your phone, for testing, etc.

+ +

RAM adjustment

+ +

You can adjust the available RAM capacity to see how apps perform on Firefox OS phones with lower memory footprints.

+ +

This is accomplished by entering fastboot mode (install fastboot first, which is available on the same SDK page as ADB) and typing:

+ +
adb reboot bootloader
+fastboot oem mem [0|256-1024]
+ +

“0” is the memory automatically detected and “256-1024” is the number of megabytes. For example, if you want to adjust device RAM capacity to 512M, enter fastboot oem mem 512.

+ +

You'll need to then reboot your device for the settings to take effect. This can be done using:

+ +
fastboot reboot
+ +

The current memory size can be returned by entering fastboot mode and typing:

+ +
fastboot getvar mem
+
+ +

Network and Device specs

+ +

Network:

+ + + +

Hardware: You can find more of the hardware features listed on our Phone and device specs page.

+ +

Additional features include:

+ + + +

See also

+ + diff --git a/files/tr/archive/b2g_os/phone_guide/index.html b/files/tr/archive/b2g_os/phone_guide/index.html new file mode 100644 index 0000000000..c6d2c31ff5 --- /dev/null +++ b/files/tr/archive/b2g_os/phone_guide/index.html @@ -0,0 +1,57 @@ +--- +title: Firefox OS developer phone guide +slug: Archive/B2G_OS/Phone_guide +tags: + - B2G + - Firefox OS + - Landing + - NeedsTranslation + - Phones + - TopicStub +translation_of: Archive/B2G_OS/Phone_guide +--- +
+

This section contains developer information relevant to specific phones that run Firefox OS. We have general information available on Building and installing Firefox OS and Hacking Firefox OS, so please go there for information about building and installing the platform from scratch. Developers with specific phones in their possession may however find the following articles useful.

+
+

Specific device information

+
+
+ Firefox OS phone data
+
+ In this article we list the various available Firefox OS phones along with information such as their code names, availability, and specific hardware features.
+
+ Flame
+
+ Information on Mozilla's high-end Firefox OS reference phone, codenamed the Flame, and produced in partnership with T2Mobile.
+
+ Geeksphone
+
+ In this article we cover some basic tips on how to keep your Geeksphone up-to-date and how to tweak the system Gaia applications.
+
+ ZTE OPEN
+
+ This article contains information on the ZTE OPEN Firefox OS device.
+
+ ZTE OPEN C
+
+ The ZTE Open C is an updated ZTE-produced Firefox OS device, with higher end hardware and newer software.
+
+ Symphony GoFox F15
+
+ The Symphony GoFox F15 is the first Firefox OS Device to come with 3G video calling capability, launched in Bangladesh.
+
+

General Firefox OS information

+
+
+ General device features
+
+ This page lists typical Firefox OS hardware features and minimum hardware requirements.
+
+ Troubleshooting
+
+ This article provides tips for resolving common problems you may have while using Firefox OS.
+
+ Best practices for open reference devices
+
+ A set of best practices that we believe should come highly recommended for any widely available open reference devices. All of the recent Firefox OS reference devices have followed these practices.
+
diff --git a/files/tr/archive/b2g_os/quickstart/index.html b/files/tr/archive/b2g_os/quickstart/index.html new file mode 100644 index 0000000000..c0424389d4 --- /dev/null +++ b/files/tr/archive/b2g_os/quickstart/index.html @@ -0,0 +1,49 @@ +--- +title: Build +slug: Archive/B2G_OS/Quickstart +tags: + - NeedsTranslation + - TopicStub +translation_of: Archive/B2G_OS/Quickstart +--- +
+

Quickstart information on coding open web apps.

+
+
+
+ Introduction to open web apps
+
+ What are open web apps? How they differ from regular web pages? Why is this significant? This article aims to answer these questions and more.
+
+ Your first app
+
+ This article takes you through the basic steps and additional knowledge on top of regular web development required to create installable open web apps.
+
+ Introduction to Firefox OS
+
+ An introduction to Firefox OS, Mozilla's new open web app-based mobile platform.
+
+ Introduction to manifests
+
+ An FAQ designed to answer any questions you may have about manifests, hosting apps, origins, and other such topics.
+
+ App development for web developers
+
+ If you're a web developer, how do open web apps differ from what you're used to? This article explains all.
+
+ App development for mobile developers
+
+ If you're a native mobile application developer, what advantages can open web apps bring to you, and how do they differ from what you are used to? Here are some ideas.
+
+ Developing app functionality
+
+ This page talks about the kinds of different functionality that you might want to build into your apps, with links to further information.
+
+ Payments
+
+ How do you build functionality to make people pay for installing your open web apps? Here is the lowdown.
+
+ App tools
+
+ Last for this section, we provide some links to more information on the tools available to help you develop great open web apps.
+
diff --git a/files/tr/archive/b2g_os/quickstart/your_first_app/index.html b/files/tr/archive/b2g_os/quickstart/your_first_app/index.html new file mode 100644 index 0000000000..41acb6738b --- /dev/null +++ b/files/tr/archive/b2g_os/quickstart/your_first_app/index.html @@ -0,0 +1,265 @@ +--- +title: Your first app +slug: Archive/B2G_OS/Quickstart/Your_first_app +translation_of: Archive/B2G_OS/Quickstart/Your_first_app +--- +
+

Not:Hızlı Başlangıç bölümü yeni ve daha fazla odaklanmış hızlı başlangıç makaleleri ile güncellendi.Umarız bu öncekine göre size daha kullanışlı,daha hızlı bir öğrenme deneyimi sunar.

+
+ +
+
+

Açık web uygulamaları geliştiricilerin yıllardır aradığını veriyor:sadece HTML,CSS ve JavaScript ile oluşturulmuş yüklenmeye adanmış çapraz uygulama platormu.Bunlarla birlikte Firefox OS açıp web uygulamarına adamış ilk açık web uygalaması platformu.Bu rehber ana mimariyi hızlıca öğrenmenizi ve böylece bir sonraki büyük uygulamanızı geliştirmeye başlamanızı amaçlıyor!

+
+ +

Eğer bu rehber ile devam etmek istiyorsanız, bizim hızlı başlangıç şablonumuzu indirebilirsiniz. Daha fazla bilgi almak için bizim Uygulama şablonları rehberimizi okuyun.

+ +

Ugulama Mimarisi

+ +

Paketlenen ve Barındırılan Uygulamalar

+ +

İki çeşit açık web uygulamarı vardır: paketlenen ve barındırılan. Paketlenmiş uygulamalar aslında bütün uygulama çeşitlerini (HTML, CSS, JavaScript, images, manifest, vb.) içeren zip dosyalarıdır. Barındılan uygulamar ise tıpkı standart web siteleri gibi alan adı bulunan bir sunucu üzerinden çalışır. Her iki uygulama çeşidininde açıkça belirtilmesi gerekir. Uygulamanızı Firefox uygulama marketinde yayınlama vakti geldiğinde, uygulamanızı zip dosyası olarak yüklemeli ya da uygulamanızın barındırıldığı linki belirtmelisiniz.

+ +
+

{{EmbedYouTube("Q7x-B13y33Q")}}

+ +
+

Treehouse ile birlikte hazırlanmıştır: Hemen ziyaret edin!

+
+
+ +

Bu dokümanın amaçlarından biri, lokal ortamınızda barındırdığınız ve host ettiğiniz bir uygulama oluşturmaktır. Uygulamanız Firefox Marketplace'de listelemeye hazır olduğunda, bir paket uygulaması olarak ya da barındırılan bir uygulama olarak yayınlamak isteyebilirsiniz.

+ +

App Manifests

+ +

Every Firefox app requires a manifest.webapp file at the app root. The manifest.webapp file provides important information about the app, such as version, name, description, icon location, locale strings, domains the app can be installed from, and much more. Only the name and description are required. The simple manifest included within the app template is similar to the following:

+ +
{
+  "version": "0.1",
+  "name": "Open Web App",
+  "description": "Your new awesome Open Web App",
+  "launch_path": "/app-template/index.html",
+  "icons": {
+    "16": "/app-template/app-icons/icon-16.png",
+    "48": "/app-template/app-icons/icon-48.png",
+    "128": "/app-template/app-icons/icon-128.png"
+  },
+  "developer": {
+    "name": "Your Name",
+    "url": "http://yourawesomeapp.com"
+  },
+  "locales": {
+    "es": {
+      "description": "Su nueva aplicación impresionante Open Web",
+      "developer": {
+        "url": "http://yourawesomeapp.com"
+      }
+    },
+    "it": {
+      "description": "La tua nuova fantastica Open Web App",
+      "developer": {
+        "url": "http://yourawesomeapp.com"
+      }
+    }
+  },
+  "default_locale": "en"
+}
+ +
+

{{EmbedYouTube("dgAUgHQOm8M")}}

+ +
+

Made in partnership with Treehouse: Check them out!

+
+
+ +

 

+ +

A basic manifest is all you need to get started. For more details about manifests, read App Manifest.

+ +

App Layout & Design

+ +

Responsive design has become increasingly important as more screen resolutions become standard on different devices. Even if the main target of your app is mobile platforms such as Firefox OS, other devices will likely have access to it as well. CSS media queries allow you to adapt layout to device, as shown in this skeleton CSS example:

+ +
/* The following are examples of different CSS media queries */
+
+/* Basic desktop/screen width sniff */
+@media only screen and (min-width : 1224px) {
+  /* styles */
+}
+
+/* Traditional iPhone width */
+@media
+  only screen and (-webkit-min-device-pixel-ratio : 1.5),
+  only screen and (min-device-pixel-ratio : 1.5) {
+  /* styles */
+}
+
+/* Device settings at different orientations */
+@media screen and (orientation:portrait) {
+  /* styles */
+}
+@media screen and (orientation:landscape) {
+  /* styles */
+}
+ +

There are many JavaScript and CSS frameworks available to aid in responsive design and mobile app development (Bootstrap, etc.) Choose the framework(s) that best fit your app and development style.

+ +

Web APIs

+ +

JavaScript APIs are being created and enhanced as quickly as devices are. Mozilla's WebAPI effort brings dozens of standard mobile features to JavaScript APIs. A list of device support and status is available on the WebAPI page. JavaScript feature detection is still the best practice, as shown in the following example:

+ +
// If this device supports the vibrate API...
+if('vibrate' in navigator) {
+    // ... vibrate for a second
+    navigator.vibrate(1000);
+}
+ +

In the following example, the display style of a <div> is modified based on changes in the battery state of the device:

+ +
// Create the battery indicator listeners
+(function() {
+  var battery = navigator.battery || navigator.mozBattery || navigator.webkitBattery,
+      indicator, indicatorPercentage;
+
+  if(battery) {
+    indicator = document.getElementById('indicator'),
+    indicatorPercentage = document.getElementById('indicator-percentage');
+
+    // Set listeners for changes
+    battery.addEventListener('chargingchange', updateBattery);
+    battery.addEventListener('levelchange', updateBattery);
+
+    // Update immediately
+    updateBattery();
+  }
+
+  function updateBattery() {
+    // Update percentage width and text
+    var level = (battery.level * 100) + '%';
+    indicatorPercentage.style.width = level;
+    indicatorPercentage.innerHTML = 'Battery: ' + level;
+    // Update charging status
+    indicator.className = battery.charging ? 'charging' : '';
+  }
+})();
+ +

In the code sample above, once you confirm that the Battery API is supported, you can add event listeners for chargingchange and levelchange to update the element's display. Try adding the following to the quickstart template, and see if you can get it working.

+ +

Check the WebAPI page frequently to keep up to date with device API statuses.

+ +

Install API functionality

+ +

In our sample quickstart app template, we've implemented an install button that you can click when viewing the app as a standard Web page, to install that site on Firefox OS as an app. The button markup is nothing special:

+ +
<button id="install-btn">Install app</button>
+ +

This button's functionality is implemented using the Install API (see install.js):

+ +
var manifest_url = location.href + 'manifest.webapp';
+
+function install(ev) {
+  ev.preventDefault();
+  // define the manifest URL
+  // install the app
+  var installLocFind = navigator.mozApps.install(manifest_url);
+  installLocFind.onsuccess = function(data) {
+    // App is installed, do something
+  };
+  installLocFind.onerror = function() {
+    // App wasn't installed, info is in
+    // installapp.error.name
+    alert(installLocFind.error.name);
+  };
+};
+
+// get a reference to the button and call install() on click if the app isn't already installed. If it is, hide the button.
+var button = document.getElementById('install-btn');
+
+var installCheck = navigator.mozApps.checkInstalled(manifest_url);
+
+installCheck.onsuccess = function() {
+  if(installCheck.result) {
+    button.style.display = "none";
+  } else {
+    button.addEventListener('click', install, false);
+  };
+};
+
+ +

Let's run through briefly what is going on:

+ +
    +
  1. We get a reference to the install button and store it in the variable button.
  2. +
  3. We use navigator.mozApps.checkInstalled to check whether the app defined by the manifest at http://people.mozilla.com/~cmills/location-finder/manifest.webapp is already installed on the device. This test is stored in the variable installCheck.
  4. +
  5. When the test is successfully carried out, its success event is fired, therefore installCheck.onsuccess = function() { ... } is run.
  6. +
  7. We then test for the existence of installCheck.result using an if statement. If it does exist, meaning that the app is installed, we hide the button. An install button isn't needed if it is already installed.
  8. +
  9. If the app isn't installed, we add a click event listener to the button, so the install() function is run when the button is clicked.
  10. +
  11. When the button is clicked and the install() function is run, we store the manifest file location in a variable called manifest_url, and then install the app using navigator.mozApps.install(manifest_url), storing a reference to that installation in the installLocFind variable. You'll notice that this installation also fires success and error events, so you can run actions dependent on whether the install happened successfully or not.
  12. +
+ +

You may want to verify the implementation state of the API when first coming to Installable web apps.

+ +
+

Note: Installable open web apps have a "single app per origin" security policy; basically, you can't host more than one installable app per origin. This makes testing a bit more tricky, but there are still ways around this, such as creating different sub-domains for apps, testing them using the Firefox OS Simulator, or testing the install functionality on Firefox Aurora/Nightly, which allows you to install installable web apps on the desktop. See FAQs about apps manifests for more information on origins.

+
+ +

WebRT APIs (Permissions-based APIs)

+ +

There are a number of WebAPIs that are available but require permissions for that specific feature to be enabled. Apps may register permission requests within the manifest.webapp file like so:

+ +
// New key in the manifest: "permissions"
+// Request access to any number of APIs
+// Here we request permissions to the systemXHR API
+"permissions": {
+    "systemXHR": {}
+}
+ +

The three levels of permission are as follows:

+ + + +

For more information on app permission levels, read Types of packaged apps. You can find out more information about what APIs require permissions, and what permissions are required, at App permissions.

+ +
+

It's important to note that not all Web APIs have been implemented within the Firefox OS Simulator.

+
+ +

Tools & Testing

+ +

Testing is incredibly important when supporting mobile devices. There are many options for testing installable open web apps.

+ +

Firefox OS Simulator

+ +

Installing and using the Firefox OS Simulator is the easiest way to get up and running with your app. After you install the simulator, it is accessible from the Tools -> Web Developer -> Firefox OS Simulator menu. The simulator launches with a JavaScript console so you can debug your application from within the simulator.

+ +

App Manager

+ +

The new kid on the block with regards to testing tools is called the App Manager. This tool allows you to connect desktop Firefox to a compatible device via USB (or a Firefox OS simulator), push apps straight to the device, validate apps, and debug them as they run on the device.

+ +

Unit Testing

+ +

Unit tests are extremely valuable when testing on different devices and builds. jQuery's QUnit is a popular client-side testing utility, but you can use any set of testing tools you'd like.

+ +

Installing Firefox OS on a Device

+ +

Since Firefox OS is an open source platform, code and tools are available to build and install Firefox OS on your own device. Build and installation instructions, as well as notes on what devices it can be installed on, can be found on MDN.

+ +

Dedicated Firefox OS developer preview devices are also available: read our Developer preview phone page for more information.

+ +

App Submission and Distribution

+ +

Once your app is complete, you can host it yourself like a standard web site or app (read Self-publishing apps for more information), or it can be submitted to the Firefox Marketplace. Your app's manifest will be validated and you may choose which devices your app will support (e.g. Firefox OS, Desktop Firefox, Firefox Mobile, Firefox Tablet). Once validated, you can add additional details about your app (screenshots, descriptions, price, etc.) and officially submit the app for listing within the Marketplace. Once approved, your app is available to the world for purchase and installation.

+ +

More Marketplace & Listing Information

+ +
    +
  1. Submitting an App to the Firefox OS Marketplace
  2. +
  3. Marketplace Review Criteria
  4. +
  5. App Submission Video Walkthrough
  6. +
+
diff --git a/files/tr/archive/b2g_os/simulator/index.html b/files/tr/archive/b2g_os/simulator/index.html new file mode 100644 index 0000000000..284aee7423 --- /dev/null +++ b/files/tr/archive/b2g_os/simulator/index.html @@ -0,0 +1,106 @@ +--- +title: Firefox OS Simülasyonu +slug: Archive/B2G_OS/Simulator +tags: + - Araçlar + - Firefox OS + - Firefox os Simülatör + - Firefox İşletim Sistemi + - Uygulamalar +translation_of: Archive/B2G_OS/Simulator +--- +
+

Firefox işletim sistemi için eklenti yazımı iki ana bölümden oluşmaktadır:

+ + + +

Now these two pieces have been split: the functions of the Dashboard are implemented by the Firefox OS App Manager, which is built into Firefox. The Simulator add-on now only includes the Simulator part.

+
+ +

The Firefox OS Simulator add-on is a tool that enables you to test and debug your Firefox OS app on the desktop. The code-test-debug cycle is much faster with the simulator than with a real device, and of course, you don't need a real device in order to use it. The Simulator add-on is a build of the Firefox OS desktop client, which is a version of the higher layers of Firefox OS that runs on your desktop.

+ +

You start and stop the Simulator, and attach the developer tools to it, using the App Manager, which is built into Firefox.

+ +

Yükleme

+ +

Simülatörü yüklemek için WebIDE's Manage Simulators panel (Firefox 33 ve üstü versiyonlarda kullanılabilir) kullanmalısınız. Çoklu versiyonu kullanılabilir ve maksimum esneklik için tümünü kurmanızı tavsiye ediyoruz.

+ +

To start the Simulator, you choose it from WebIDE's runtime list. For more details, see the instructions in the WebIDE documentation. Once the Simulator's running, you can push apps to it and debug them using the WebIDE, just as you can with a real device.

+ +

If you are using the App Manager (an older tool available prior to the WebIDE), you can install a simulator via the following button:

+ +

Simülatörü Yükle

+ +

The Simulator UI

+ +

The Simulator appears as a separate window, sized so the simulated screen area is 320x480 pixels. To simulate touch events you can click the mouse button and drag while holding the button down. So by clicking and dragging right-to-left from the Home Screen, you'll see the built-in apps, as well as any apps you have added:

+ +

+ +

The Simulator has two buttons in a toolbar at the bottom:

+ + + +

SD card emulation

+ +

In the Simulator the device SD card is mapped to the "fake-sdcard" directory in the Simulator's profile, which is itself located inside the "extensions" directory under the Firefox profile in which the Simulator is installed. For example:

+ +
/path/to/Firefox/Profiles/Firefox-profile-name/extensions/fxos_2_2_simulator@mozilla.org/profile/fake-sdcard
+ +

Files read or written using the getDeviceStorage API will appear here.

+ +

Before version 2.2 of the Simulator, you had to create the "fake-sdcard" directory manually for this to work. From 2.2 onwards, the "fake-sdcard" directory is created for you automatically.

+ +

Also from version 2.2 onwards, if you're running the Simulator from the command line you can define a different directory by passing the --storage-path option.

+ +

Limitations of the Simulator

+ +

Note that the Firefox OS Simulator isn't a perfect simulation.

+ +

Hardware limitations

+ +

Apart from screen size, the Simulator does not simulate the hardware limitations of a Firefox OS device such as available memory or CPU speed.

+ +

Audio/video codecs

+ +

The following codecs depend on hardware-accelerated decoding and are therefore not yet supported:

+ + + +

This means it isn't possible to use the Simulator to test video playback in apps and on websites like Youtube that rely on these codecs.

+ +

Desteklenmeyen APİ'ler

+ +

Certain APIs that work on the device won't work on the Simulator, generally because the supporting hardware is not available on the desktop. We've implemented simulations for some APIs such as geolocation, and expect to add more in future releases. However, at the moment the following APIs are not supported. Using them might throw errors or just return incorrect results:

+ + + +

Getting help

+ +

The Firefox OS Simulator is still at an early stage of development, and isn't yet as reliable and complete as we'd like it to be.

+ +

If you find any bugs, please file them on GitHub. If you have a question, try asking us on the dev-developer-tools mailing list or on #devtools on irc.mozilla.org.

+ +

How to enable verbose logging

+ +

Use about:config to create the preference extensions.r2d2b2g@mozilla.org.sdk.console.logLevel, set it to the integer value 0, and disable/reenable the addon. Additional messages about the Simulator's operation will appear in the Error Console (or Browser Console in newer versions of Firefox).

diff --git a/files/tr/archive/css3/index.html b/files/tr/archive/css3/index.html new file mode 100644 index 0000000000..7892c2dae6 --- /dev/null +++ b/files/tr/archive/css3/index.html @@ -0,0 +1,975 @@ +--- +title: CSS3 +slug: Archive/CSS3 +tags: + - CSS + - CSS referansı +translation_of: Archive/CSS3 +--- +

CSS3, Cascading Style Sheets'in(Basamaklı Stil Şablonları) dilinin son evrimi ve CSS2.1'i evrimleştirmeyi amaçlayan en son sürümdür. Çok uzun süredir beklenen yuvarlatılmış köşeler, gölgeler, gradyanlar(aşamalı değişim), geçişler ve animasyonlar, ilaveten yeni yerleşimler; çok sütunluluk, esnek kutular ve yerleşim kılavuzları gibi yenilikleri içerir. Sağlayıcı öneki Deneysel bölümler Sağlayıcı öneklenmiştir ve ya üretim ortamlarından kaçınılmalı ya da  gelecekte değişebilecek sözdizimini ile anlamlarını aşırı dikkat ile kullanılmalıdır.

+ +

Modüller ve standartlaşma süreci

+ +

CSS2'de önerilen duruma ulaşmak için 9 yıl gerekti, Ağustos 2002'den Haziran 2011'e kadar. This was due to the fact that a few secondary features hold back the whole specification. In order to accelerate the standardization of non-problematic features, the CSS Working Group of the W3C, in a decision referred as the Beijing doctrine, divided CSS in smaller components called modules . Each of these modules is now an independent part of the language and moves towards standardization at its own pace. While some modules are already W3C Recommendations, other still are early Working Drafts. New modules are also added when new needs are identified.

+ +

CSS Modules and Snapshots as defined since CSS3 Formally, there is no CSS3 standard per se . Each module being standardized independently, the standard CSS consists of CSS2.1 amended and extended by the completed modules, not necessary all with the same level number. At each point of time, a snapshot of the CSS standard can be defined, listing CSS2.1 and the mature modules.

+ +

The W3 consortium periodically publishes such snapshots, like in 2007 or 2010.

+ +

Though today no module with a level greater than 3 is standardized, this will change in the future. Some modules, like Selectors 4 or CSS Borders and Backgrounds Level 4 already have an Editor's Draft, though they haven't yet reached the First Published Working Draft status.

+ +

CSS modülleri durumu

+ +

Kararlı modüller

+ +

A few CSS modules are already fairly stable and have reached one of the three recommendation level of the CSSWG: Candidate Recommendation, Proposed Recommendation or Recommendation. These can be used without prefix and are pretty stable, though a few features can still be dropped at the Candidate Recommendation stage.

+ +

These modules extend and amend the CSS2.1 specification which build the core of the specification. Together with it, they are the current snapshot of the CSS specification.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Colors", "", "") }}{{ Spec2("CSS3 Colors") }} since June 7th, 2011
+

Adds the {{ cssxref("opacity") }} property, and the hsl(), hsla(), rgba() and rgb() functions to create {{cssxref("<color>")}} values. It also defines the currentColor keyword as a valid color.

+ +

The transparent color is now a real color (thanks to the support for the alpha channel) and is a now an alias for rgba(0,0,0,0.0) .

+ +

It deprecates the system-color keywords that shouldn't be used in a production environment anymore.

+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Selectors", "", "") }}{{ Spec2("CSS3 Selectors") }} since September 29th, 2011
+

Adds:

+ +
    +
  • Substring matching attribute selectors, E[attribute^="value"], E[attribute$="value"], E[attribute*="value"] .
  • +
  • New pseudo-classes: {{ cssxref(":target") }}, {{ cssxref(":enabled") }} and {{ cssxref(":disabled") }}, {{ cssxref(":checked") }}, {{ cssxref(":indeterminate") }}, {{ cssxref(":root") }}, {{ cssxref(":nth-child") }} and {{ cssxref(":nth-last-child") }}, {{ cssxref(":nth-of-type") }} and {{ cssxref(":nth-last-of-type") }}, {{ cssxref(":last-child") }}, {{ cssxref(":first-of-type") }} and {{ cssxref(":last-of-type") }}, {{ cssxref(":only-child") }} and {{ cssxref(":only-of-type") }},{{ cssxref(":empty") }}, and {{ cssxref(":not") }}.
  • +
  • Pseudo-elements are now characterized by two colons rather then one: :after becomes {{ cssxref("::after") }}, :before becomes {{ cssxref("::before") }}, :first-letter becomes {{ cssxref("::first-letter") }}, and :first-line becomes {{ cssxref("::first-line") }}.
  • +
  • The new general sibling combinator ( h1~pre ).
  • +
+
+ +

The next iteration of the Selectors specification is already in progress, though it still hasn't reached the First Public Working Draft stage.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Namespaces", "", "") }}{{ Spec2("CSS3 Namespaces") }} since September 29th, 2011
+

Adds the support for the XML Namespaces by defining the notion of CSS qualified name, using the ' | ' syntax and adding the {{ cssxref("@namespace") }} CSS at-rule.

+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Media Queries", "", "") }}{{ Spec2("CSS3 Media Queries") }} since June 19th, 2012
+

Extends the former media type ( print, screen, ) to a full language allowing queries on the device media capabilities like only screen and (color) .

+ +

Media queries are not only used in CSS document but also in some attributes of HTML Elements, like the {{ htmlattrxref("media","link") }} attribute of the {{ HTMLElement("link") }} element.

+
+ +

The next iteration of this specification is in the work, allowing to tailor a Web site regarding the input methods available on the user agent, with new media features like hover or pointer. Detection of EcmaScript support, using the script media features is also proposed.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Style", "", "") }}{{ Spec2("CSS3 Style") }} since November 7th, 2013
Formally defines the syntax of the content of the HTML style global attribute.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Backgrounds", "", "") }}{{ Spec2("CSS3 Backgrounds") }}
+

Adds:

+ +
    +
  • Support, on backgrounds, for any type of {{cssxref("<image>")}}, and not only for uri() defined ones.
  • +
  • Support for multiple background images.
  • +
  • The {{ cssxref("background-repeat") }} space and round values, and for the 2-value syntax of this CSS property.
  • +
  • The {{ cssxref("background-attachment") }} local value.
  • +
  • The CSS {{ cssxref("background-origin") }}, {{ cssxref("background-size") }}, and {{ cssxref("background-clip") }} properties.
  • +
  • Support for curved border corners, with the CSS {{ cssxref("border-radius") }}, {{ cssxref("border-top-left-radius") }}, {{ cssxref("border-top-right-radius") }}, {{ cssxref("border-bottom-left-radius") }}, and {{ cssxref("border-bottom-right-radius") }} properties.
  • +
  • Support for the use of an {{cssxref("<image>")}} as the border with the CSS {{ cssxref("border-image") }}, {{ cssxref("border-image-source") }}, {{ cssxref("border-image-slice") }}, {{ cssxref("border-image-width") }}, {{ cssxref("border-image-outset") }}, and {{ cssxref("border-image-repeat") }} properties.
  • +
  • Support for shadows of the element with the CSS {{ cssxref("box-shadow") }} property.
  • +
+
+ +

The CSS4 iteration of the Backgrounds and Borders specification is already in progress, though it still hasn't reached the First Public Working Draft stage, it plans to add the ability to clip a border (with the CSS {{ cssxref("border-clip") }}, {{ cssxref("border-clip-top") }}, {{ cssxref("border-clip-right") }}, {{ cssxref("border-clip-bottom") }}, and {{ cssxref("border-clip-left") }} properties) or to control the shape of the border in a corner (using the CSS {{ cssxref("border-corner-shape") }} property).

+ + + + + + + + + + + +
{{ SpecName("CSS3 Multicol", "", "") }}{{ Spec2("CSS3 Multicol") }}
Adds support for easy multi-column layouts using the CSS {{ cssxref("columns") }}, {{ cssxref("column-count") }}, {{ cssxref("column-fill") }}, {{ cssxref("column-gap") }}, {{ cssxref("column-rule") }}, {{ cssxref("column-rule-color") }}, {{ cssxref("column-rule-style") }}, {{ cssxref("column-rule-width") }}, {{ cssxref("column-span") }}, {{ cssxref("column-width") }}, {{ cssxref("break-after") }}, {{ cssxref("break-before") }}, and {{ cssxref("break-inside") }}.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Speech", "", "") }}{{ Spec2("CSS3 Speech") }}
Defines the speech media type, an aural formatting model and numerous properties specific for speech-rendering user agents.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Images", "", "") }}{{ Spec2("CSS3 Images") }}
+

Defines the {{cssxref("<image>")}} data type.

+ +

Extends the url() syntax to support image slices using media fragments.

+ +

Adds:

+ +
    +
  • The dppx unit to the {{cssxref("<resolution>")}} data type.
  • +
  • The image() function as a more flexible alternative to url() to define an image from an url.
    + At risk : due to insufficient browser support, standardization of the image() function may be postponed to the next iteration of this module .
  • +
  • Support for linear-gradient(), repeating-linear-gradient(), radial-gradient() and repeating-radial-gradient().
  • +
  • The ability to define how a replaced element should fit in its element, using the CSS {{ cssxref("object-fit") }} property.
    + At risk : due to insufficient browser support, standardization of the {{ cssxref("object-fit") }} and property may be postponed to the next iteration of this module .
  • +
  • The ability to override the resolution and orientation of an external image using the CSS {{ cssxref("image-resolution") }} and {{ cssxref("image-orientation") }} properties.
    + At risk : due to insufficient browser support, standardization of the {{ cssxref("image-resolution") }} and {{ cssxref("image-orientation") }} properties may be postponed to the next iteration of this module .
  • +
+
+ +

The CSS Image Values and Replaced Content Level 4 which will supersede CSS Image Level 3 is in development and is a {{Spec2("CSS4 Images")}}.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Values", "", "") }}{{ Spec2("CSS3 Values") }}
+

Makes initial and inherit keywords usable on any CSS property.

+ +

Formally defines the CSS data types of CSS 2.1, that were implicitely defined by their grammar token and some textual precisions.

+ +

Adds:

+ +
    +
  • Definition for new font-relative length units: rem and ch .
  • +
  • Definition for viewport-relative length units: vw, vh, vmax, and vmin .
  • +
  • Precision about the real size of the absolute length units, which are not really absolute, but defined in relation with the reference pixel .
  • +
  • Definition for {{ cssxref("<angle>") }}, {{cssxref("<time>")}}, {{cssxref("<frequency>")}}, {{cssxref("<resolution>")}}.
  • +
  • Normative value to the definition of {{cssxref("<color>")}}, {{cssxref("<image>")}}, and {{ cssxref("<position>") }}.
  • +
  • Definition for the {{ cssxref("calc", "calc()") }}, {{ cssxref("attr", "attr()")}}, and toggle() functional notations.
    + At risk: due to insufficient browser support, standardization of the calc(), attr(), and toggle() functional notations may be postponed to the next iteration of this module.
  • +
+
+ +

Several types definition, like <ident> and <custom-ident>, have been deferred to CSS Values and Units Module Level 4.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Flexbox", "", "") }}{{ Spec2("CSS3 Flexbox") }}
Add a flexbox layout to the CSS {{ cssxref("display") }} property and several new CSS properties to control it: {{ cssxref("flex") }}, {{ cssxref("flex-align") }}, {{ cssxref("flex-direction") }}, {{ cssxref("flex-flow") }}, {{ cssxref("flex-item-align") }}, {{ cssxref("flex-line-pack") }}, {{ cssxref("flex-order") }}, {{ cssxref("flex-pack") }}, and {{ cssxref("flex-wrap") }}.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Conditional", "", "") }}{{ Spec2("CSS3 Conditional") }}
Adds features for conditional processing of parts of style sheets, conditioned on capabilities of the browser or the document the style sheet is being applied to. It consists mainly in allowing nested at-rules inside {{ cssxref("@media") }} and the adding of a new CSS at-rule, {{ cssxref("@supports") }}, and a new DOM method {{domxref("CSS.supports()")}}.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Text Decoration", "", "") }}{{ Spec2("CSS3 Text Decoration") }}
+

Extends:

+ +
    +
  • the CSS {{ cssxref("text-decoration") }} property by making it a shorthand for the CSS {{ cssxref("text-decoration-line") }}, {{ cssxref("text-decoration-color") }}, and {{ cssxref("text-decoration-style") }} properties. And adds the {{ cssxref("text-decoration-skip") }}, and {{ cssxref("text-underline-position") }} properties.
  • +
+ +

Adds:

+ +
    +
  • Support for East-Asian-script emphasis marks with the CSS {{ cssxref("text-emphasis") }}, {{ cssxref("text-emphasis-style") }}, {{ cssxref("text-emphasis-color") }}, and {{ cssxref("text-emphasis-position") }} properties.
  • +
  • Support for script shadows with the CSS {{ cssxref("text-shadow") }} property.
  • +
+ +

Precises:

+ +
    +
  • The paint order of the decorations.
  • +
+ +

At risk: due to insufficient browser support, standardization of the text-decoration-skip, line positioning rules and the ability to place both emphasis marks and ruby above the same base text may be postponed to the next iteration of this module.

+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Fonts", "", "") }}{{ Spec2("CSS3 Fonts") }}
+

Amends the CSS2.1 Font matching algorithm to be closer to what is really implemented.

+ +

Adds:

+ +
    +
  • Support for downloadable fonts via the CSS {{ cssxref("@font-face") }} at-rule.
  • +
  • The control of the contextual inter-glyph spacing via the CSS {{ cssxref("font-kerning") }} property.
  • +
  • The choice of language-specific glyphs via the CSS {{ cssxref("font-language-override") }} property.
  • +
  • The choice of glyphs with specific OpenType features via the CSS {{ cssxref("font-feature-settings") }} property.
  • +
  • The control of the aspect ratio to use when fallback fonts are selected via the CSS {{ cssxref("font-size-adjust") }} property.
  • +
  • The choice of alternative font faces using the CSS {{ cssxref("font-stretch") }}, {{ cssxref("font-variant-alternates") }}, {{ cssxref("font-variant-caps") }}, {{ cssxref("font-variant-east-asian") }}, {{ cssxref("font-variant-ligatures") }}, {{ cssxref("font-variant-numeric") }}, and {{ cssxref("font-variant-position") }} properties. It also extends the related CSS {{ cssxref("font-variant") }} shorthand property and introduces the {{ cssxref("@font-features-values") }} at-rule.
  • +
  • The control of the automatic generation of an oblique or bold face when none are found via the CSS {{ cssxref("font-synthesis") }} property.
  • +
+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Cascade", "", "") }}{{ Spec2("CSS3 Cascade") }}
+

Adds:

+ +
    +
  • The initial, unset values for properties.
  • +
  • The CSS {{ cssxref("all") }} property.
  • +
  • The scoping mechanism.
  • +
+ +

Precises:

+ +
    +
  • Interaction of media-dependent @import statements and style sheet loading requirements.
  • +
+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Writing Modes", "", "") }}{{ Spec2("CSS3 Writing Modes") }}
Defines the writing modes of both horizontal and vertical scripts and precises how the CSS {{ cssxref("direction") }} and {{ cssxref("unicode-bidi") }} properties interact with the new CSS {{ cssxref("text-orientation") }} property, and extends them where needed.
+ + + + + + + + + + + +
{{ SpecName("CSS Shapes", "", "") }}{{ Spec2("CSS Shapes") }}
Defines geometric shapes, which can be applied to floats. These shapes describe areas, around which inline content wraps instead of wrapping around the bounding box.
+ + + + + + + + + + + +
{{ SpecName("CSS Masks", "", "") }}{{ Spec2("CSS Masks") }}
Defines a way for partially or fully hiding portions of visual elements. It describes how to use another graphical element or image as a luminance or alpha mask.
+ +

Arıtma aşamasında modüller

+ +

Specifications that are deemed to be in the refining phase are already fairly stable. Though changes are still expected, they shouldn't create incompatibilities with current implementations; they should mainly define behavior in edge cases.

+ + + + + + + + + + + +
{{ SpecName("Web Animations", "", "") }}{{ Spec2("Web Animations") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Counter Styles", "", "") }}{{ Spec2("CSS3 Counter Styles") }}
 
+ + + + + + + + + + + +
{{ SpecName("Compositing", "", "") }}{{ Spec2("Compositing") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Syntax", "", "") }}{{ Spec2("CSS3 Syntax") }}
Precises how charsets are determined; minor changes in parsing and tokenization algorithms.
+ + + + + + + + + + + +
{{ SpecName("CSS Will Change", "", "") }}{{ Spec2("CSS Will Change") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Transitions", "", "") }}{{ Spec2("CSS3 Transitions") }}
Allows the definition of transitions effects between two properties values by adding the CSS {{ cssxref("transition") }}, {{ cssxref("transition-delay") }}, {{ cssxref("transition-duration") }}, {{ cssxref("transition-property") }}, and {{ cssxref("transition-timing-function") }} properties.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Animations", "", "") }}{{ Spec2("CSS3 Animations") }}
Allows the definition of animations effects by adding the CSS {{ cssxref("animation") }}, {{ cssxref("animation-delay") }},{{ cssxref("animation-direction") }}, {{ cssxref("animation-duration") }}, {{ cssxref("animation-fill-mode") }}, {{ cssxref("animation-iteration-count") }}, {{ cssxref("animation-name") }}, {{ cssxref("animation-play-state") }}, and {{ cssxref("animation-timing-function") }} properties, as well as the {{ cssxref("@keyframes") }} at-rule.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Transforms", "", "") }}{{ Spec2("CSS3 Transforms") }}
+

Adds:

+ +
    +
  • the support of bi-dimensional transforms to be applied to any element using the CSS {{ cssxref("transform") }} and {{ cssxref("transform-origin") }} properties. The supported transforms are: matrix(), translate(), translateX(), translateY(), scale(), scaleX(), scaleY(), rotate(), skewX(), and skewY().
  • +
  • the support of tri-dimensional transforms to be applied to any element by adding the CSS {{ cssxref("transform-style") }}, {{ cssxref("perspective") }}, {{ cssxref("perspective-origin") }}, and {{ cssxref("backface-visibility") }} properties and extended the {{ cssxref("transform") }} property with the following transforms are: matrix 3d(), translate3d(), translateZ()scale3d(), scaleZ(), rotate3d(), rotateX()rotateY(), rotateZ(), and perspective().
  • +
+ +

Note: this specification is a merge of CSS 2D-Transforms, CSS 3D-Transforms and SVG transforms.

+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Fragmentation", "", "") }}{{ Spec2("CSS3 Fragmentation") }}
Defines how partitions of a Web page should happen, that is page, column breaks, and widows and orphans handling. +

Adds:

+ +
    +
  • Support for defining the behavior of decorations, that is borders and background colors or images, when a box is breaked (at a page, column or line-break) with the CSS {{ cssxref("box-decoration-break") }} property.
  • +
+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Text", "", "") }}{{ Spec2("CSS3 Text") }}
+

Extends:

+ +
    +
  • the CSS {{ cssxref("text-transform") }} property with the value full-width.
  • +
  • the CSS {{ cssxref("text-align") }} property with the value start, end, start end, and match-parent for a better support of documents with multiple directionalities of text.
  • +
  • the CSS {{ cssxref("text-align") }} property with a {{cssxref("<string>")}} value to align on that character. This is useful to align number on the decimal point.
  • +
  • the CSS {{ cssxref("word-spacing") }} and {{ cssxref("letter-spacing") }} properties with range constraints to control flexibility in justification.
  • +
+ +

Adds:

+ +
    +
  • Control on how whitespaces are displayed using the CSS {{ cssxref("text-space-collapse") }} and {{ cssxref("tab-size") }} properties.
  • +
  • Control on line breaks and word boundaries using the CSS {{ cssxref("line-break") }}, {{ cssxref("word-break") }}, {{ cssxref("hyphens") }}, {{ cssxref("text-wrap") }}, {{ cssxref("overflow-wrap") }}, and {{ cssxref("text-align-last") }} properties.
  • +
  • Control on how justification is happening, in order to support more type of scripts, using the CSS {{ cssxref("text-justify") }} property.
  • +
  • Control on edge effect using the CSS {{ cssxref("text-indent") }} and {{ cssxref("hanging-punctuation") }} properties.
  • +
+
+ +

A few features present in early CSS Text Level 3 draft have being postponed to the next iteration of this module .

+ + + + + + + + + + + +
{{ SpecName("CSS3 Variables", "", "") }}{{ Spec2("CSS3 Variables") }}
Defines a mechanism allowing to define variables in CSS.
+ + + + + + + + + + + +
{{ SpecName("Compositing", "", "") }}{{ Spec2("Compositing") }}
 
+ +

Gözden geçirme aşamasında modüller

+ +

Modules that are in the revising phase are much less stable than those in the refining phase. Often the syntax is still under scrutiny and may evolve a lot, in a non-compatible way. Alternative syntaxes are tested and often implemented.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Basic UI", "", "") }}{{ Spec2("CSS3 Basic UI") }}
+

Adds:

+ +
    +
  • The ability to tweak the box model using the CSS {{ cssxref("box-sizing") }} property.
    + At risk: due to insufficient browser support, standardization of the padding-box value may be postponed to the next iteration of this module .
  • +
  • Allow the styling of forms according their content using the CSS {{ cssxref(":indeterminate") }}, {{ cssxref(":default") }}, {{ cssxref(":valid") }}, {{ cssxref(":invalid") }}, {{ cssxref(":in-range") }}, {{ cssxref(":out-of-range") }}, {{ cssxref(":required") }}, {{ cssxref(":optional") }}, {{ cssxref(":read-only") }}, and {{ cssxref(":read-write") }} pseudo-classes and the {{ cssxref("::value") }}, {{ cssxref("::choices") }}, {{ cssxref("::repeat-item") }}, and {{ cssxref("::repeat-index") }} pseudo-elements.
    + At risk: due to insufficient browser support, standardization of the pseudo-elements {{ cssxref("::value") }}, {{ cssxref("::choices") }}, {{ cssxref("::repeat-item") }}, and {{ cssxref("::repeat-index") }} may be postponed to the next iteration of this module .
  • +
  • Support for icons, defined by the CSS {{ cssxref("icon") }} property simultaneously with the new icon value of the CSS {{ cssxref("content") }} property.
    + At risk: due to insufficient browser support, standardization of the {{ cssxref("icon") }} property and the icon value may be postponed to CSS4.
  • +
  • Support for the CSS {{ cssxref("outline-offset") }} property giving more control on the position of the outline.
  • +
  • Support for the CSS {{ cssxref("resize") }} property allowing Web authors to control if and how elements should be resized.
  • +
  • Support for the CSS {{ cssxref("text-overflow") }} property defining how text overflows, if needed.
    + At risk: due to insufficient browser support, the 2-value syntax of this property as well as the support for {{cssxref("<string>")}} values may be postponed to the next iteration of this module .
  • +
  • The ability to define the hotspot of a cursor as well as the new none, context-menu, cell, vertical-text, alias, copy, no-drop, not-allowed, nesw-resize, nwse-resize, col-resize, row-resize, all-scroll, zoom-in, zoom-out, extending the {{ cssxref("cursor") }} property.
  • +
  • The ability to specify the sequential navigation order (that is the tabbing order ) using the CSS {{ cssxref("nav-index") }}, {{ cssxref("nav-up") }}, {{ cssxref("nav-right") }}, {{ cssxref("nav-left") }}, {{ cssxref("nav-down") }} properties.
    + At risk: due to insufficient browser support, standardization of the navigation properties may be postponed to the next iteration of this module .
  • +
  • The ability to control the usage of an IME editor, using the CSS {{ cssxref("ime-mode") }} property.
    + At risk: due to insufficient browser support, standardization of the {{ cssxref("ime-mode") }} property may be postponed to the next iteration of this module .
  • +
+
+ +

An early list of what could be in the next iteration of the CSS Basic User Interface Module is available.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Grid", "", "") }}{{ Spec2("CSS3 Grid") }}
Add a grid layout to the CSS display property and several new CSS properties to control it: {{cssxref("grid")}}, {{cssxref("grid-area")}}, {{cssxref("grid-auto-columns")}}, {{cssxref("grid-auto-flow")}}, {{cssxref("grid-auto-position")}}, {{cssxref("grid-auto-rows")}}, {{cssxref("grid-column")}}, {{cssxref("grid-column-start")}}, {{cssxref("grid-column-end")}}, {{cssxref("grid-row")}}, {{cssxref("grid-row-start")}}, {{cssxref("grid-row-end")}}, {{cssxref("grid-template")}}, {{cssxref("grid-template-areas")}}, {{cssxref("grid-template-rows")}}, and {{cssxref("grid-template-columns")}}.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Box Alignment", "", "") }}{{ Spec2("CSS3 Box Alignment") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Paged Media", "", "") }}{{ Spec2("CSS3 Paged Media") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSSOM View", "", "") }}{{ Spec2("CSSOM View") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS4 Selectors", "", "") }}{{ Spec2("CSS4 Selectors") }}
 
+ +

Araştırma aşamasında modüller

+ + + + + + + + + + + +
{{ SpecName("CSS4 Images", "", "") }}{{ Spec2("CSS4 Images") }}
+

Extends:

+ +
    +
  • the image() functional notation to describe the directionality of the image (rtl or ltr), allowing for bidi-sensitive images.
  • +
  • the {{ cssxref("image-orientation") }} property by adding the keyword from-image, allowing to follow EXIF data stored into images to be considered.
  • +
+ +

Adds:

+ +
    +
  • the image-set() functional notation to allow the definition to equivalent images at different resolution allowing for resolution-negotiated selection of images.
  • +
  • the element() functional notation allowing the use of part of the page as image.
  • +
  • the cross-fade() functional notation allowing to refer to intermediate images when transitioning between two images and defines the interpolation between two images.
  • +
  • the conic-gradient() and repeating-conic-gradient() functional notation describing a new type of gradient.
  • +
  • the {{cssxref("image-rendering")}} property that allow to define how resize of the object should be handled.
  • +
+
+ + + + + + + + + + + +
{{ SpecName("CSS3 Device", "", "") }}{{ Spec2("CSS3 Device") }}
Adds a new at-rule, {{ cssxref("@viewport") }}, allowing to specify the size, zoom factor, and orientation of the viewport that is used as the base for the initial containing block.
+ + + + + + + + + + + +
{{ SpecName("CSS3 GCPM", "", "") }}{{ Spec2("CSS3 GCPM") }}
Adds the ability to tailor printed version of a document by allowing to control header, footer but also references tables like indexes or tables of content.
+ + + + + + + + + + + +
{{ SpecName("CSS Exclusions", "", "") }}{{ Spec2("CSS Exclusions") }}
Extends the floats mechanism to define exclusion regions in any positioning scheme. Adds the notion of shapes, in which content must flows.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Lists", "", "") }}{{ Spec2("CSS3 Lists") }}
Extends the list counter mechanism so that list markers can be styled and Web developers can define new list counter schemes.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Regions", "", "") }}{{ Spec2("CSS3 Regions") }}
Defines a new mechanism allowing content to flow across, eventually non-contiguous, multiple areas called regions.
+ + + + + + + + + + + +
{{ SpecName("CSS3 Device", "", "") }}{{ Spec2("CSS3 Device") }}
Adds a new at-rule, {{ cssxref("@viewport") }}, allowing to specify the size, zoom factor, and orientation of the viewport that is used as the base for the initial containing block.
+ + + + + + + + + + + +
{{ SpecName("Filters 1.0", "", "") }}{{ Spec2("Filters 1.0") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Template", "", "") }}{{ Spec2("CSS3 Template") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Sizing", "", "") }}{{ Spec2("CSS3 Sizing") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS Line Grid", "", "") }}{{ Spec2("CSS Line Grid") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Positioning", "", "") }}{{ Spec2("CSS3 Positioning") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Ruby", "", "") }}{{ Spec2("CSS3 Ruby") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSSOM", "", "") }}{{ Spec2("CSSOM") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Overflow", "", "") }}{{ Spec2("CSS3 Overflow") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Font Loading", "", "") }}{{ Spec2("CSS3 Font Loading") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Display", "", "") }}{{ Spec2("CSS3 Display") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS Scope", "", "") }}{{ Spec2("CSS Scope") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS4 Media Queries", "", "") }}{{ Spec2("CSS4 Media Queries") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS Non-element Selectors", "", "") }}{{ Spec2("CSS Non-element Selectors") }}
 
+ + + + + + + + + + + +
{{ SpecName("Geometry Interfaces", "", "") }}{{ Spec2("Geometry Interfaces") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Inline", "", "") }}{{ Spec2("CSS3 Inline") }}
 
+ +

Yeniden yazılma aşamasında modüller

+ +

Modules that are in the rewriting phase are outdated and require to be rewritten. The syntax is still under scrutiny and may evolve a lot, in a non-compatible way. Alternative syntaxes are tested and often implemented.

+ + + + + + + + + + + +
{{ SpecName("CSS3 Box", "", "") }}{{ Spec2("CSS3 Box") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Content", "", "") }}{{ Spec2("CSS3 Content") }}
 
+ + + + + + + + + + + +
{{ SpecName("CSS3 Inline Layout", "", "") }}{{ Spec2("CSS3 Inline Layout") }}
 
+ +

 

diff --git a/files/tr/archive/index.html b/files/tr/archive/index.html new file mode 100644 index 0000000000..56e172be27 --- /dev/null +++ b/files/tr/archive/index.html @@ -0,0 +1,20 @@ +--- +title: Archive of obsolete content +slug: Archive +translation_of: Archive +--- +

(tr translation)

+ +

Here at MDN, we try to avoid outright deleting content that might be useful to people targeting legacy platforms, operating systems, and browsers. Perhaps your target audience is people that are using older hardware, for example, and can't upgrade to the latest and greatest browsers. Or for "reasons," your company is required to use very old software and you need to build Web content that runs on that software. Or perhaps you're just curious about the history of an obsolete feature or API, and how it worked.

+ +

There are many reasons older documentation can be useful. So, we've established this area into which we can archive older documentation. Material in this Archived content zone should not be used for building new Web sites or apps for modern browsers. It's here for historical reference only.

+ +
+

Note to writers: We need to try to keep the subpages here organized instead of all dumped into one large folder. Try to create subtrees for categories of material. Also, only move pages here that are extremely obsolete. If anyone might realistically need the information in a living product, it may not be appropriate to move it here. In general, it may be best to discuss it in the MDN Web Docs chat room before moving content here.

+
+ +

{{SubpagesWithSummaries}}

+ + + +

{{ListSubpages("/en-US/docs/Archive", 2, 0, 1)}}

diff --git a/files/tr/fennec_(firefox_mobile)/index.html b/files/tr/fennec_(firefox_mobile)/index.html new file mode 100644 index 0000000000..a10390a2d6 --- /dev/null +++ b/files/tr/fennec_(firefox_mobile)/index.html @@ -0,0 +1,15 @@ +--- +title: Mobile +slug: Fennec_(Firefox_Mobile) +tags: + - Firefox + - Mobile + - firefox fennec + - mobil + - mobile firefox +--- +

fennec_logo.png

+

Firefox'un cep telefonları için olan sürümüdür. Ekran görüntüleri aşağıdaki gibidir. Yakında daha ayrıntılı bilgiye buradan erişebileceksiniz.

+

fennec_ss1.png

+

fennec_ss2.png

+

fennect_ss3.png

diff --git a/files/tr/games/tutorials/2d_breakout_game_pure_javascript/create_the_canvas_and_draw_on_it/index.html b/files/tr/games/tutorials/2d_breakout_game_pure_javascript/create_the_canvas_and_draw_on_it/index.html new file mode 100644 index 0000000000..ac5a0f560d --- /dev/null +++ b/files/tr/games/tutorials/2d_breakout_game_pure_javascript/create_the_canvas_and_draw_on_it/index.html @@ -0,0 +1,110 @@ +--- +title: Create the Canvas and draw on it +slug: >- + Games/Tutorials/2D_Breakout_game_pure_JavaScript/Create_the_Canvas_and_draw_on_it +translation_of: >- + Games/Tutorials/2D_Breakout_game_pure_JavaScript/Create_the_Canvas_and_draw_on_it +--- +
{{GamesSidebar}}
+ +
{{IncludeSubnav ("/en-US/docs/Oyunlar")}}
+ +

{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball")}}

+ +
+

Bu, Gamedev Canvas eğitiminde 10 üzerinden 1. adımdır . Bu dersi tamamladıktan sonra bakması gereken kaynak kodunu Gamedev-Canvas-workshop/lesson1.html adresinde bulabilirsiniz .

+
+ +

Oyunun işlevselliğini yazmaya başlamadan önce, oyunu içine işlemek için temel bir yapı oluşturmamız gerekiyor. Bu, HTML ve {{htmlelement ("canvas")}} öğesi kullanılarak yapılabilir.

+ +

Oyunun HTML'si

+ +

Oyun tamamen {{htmlelement("canvas")}} öğesinde oluşturulacağı için HTML belge yapısı oldukça basittir. Favori metin düzenleyicinizi kullanarak yeni bir HTML belgesi oluşturun, index.htmlmantıklı bir konuma farklı kaydedin ve aşağıdaki kodu ona ekleyin:

+ +
<! DOCTYPE html>
+<html>
+<head>
+    <meta charset = "utf-8" />
+    <title> Gamedev Canvas Workshop </title>
+    <style>
+    	* {dolgu: 0; kenar boşluğu: 0; }
+    	canvas {arka plan: #eee; Ekran bloğu; kenar boşluğu: 0 otomatik; }
+    </style>
+</head>
+<body>
+
+<canvas id = "myCanvas" width = "480" height = "320"> </canvas>
+
+<script>
+	//JavaScript kodu buraya gelir
+</script>
+
+</body>
+</html>
+
+ +

Biz var charsettanımlanmış {{htmlelement( "title")}} ve başlığında bazı temel CSS. Gövde {{htmlelement("canvas")}} ve {{htmlelement("script")}} öğeleri içerir - oyunu ilkinin içinde oluşturacağız ve onu kontrol eden JavaScript kodunu ikinciye yazacağız. {{Htmlelement("canvas")}} öğesinin, referansını kolayca almamızı sağlayan bir iddeğeri vardır myCanvasve 480 piksel genişliğinde ve 320 piksel yüksekliğindedir. Bu eğiticide yazacağımız tüm JavaScript kodu, açılış <script>ve kapanış </script>etiketleri arasında yer alacaktır .

+ +

Tuvalle ilgili temel bilgiler

+ +

{{Htmlelement("canvas")}} öğesinde gerçekten grafik oluşturabilmek için, önce JavaScript'te ona bir referans almalıyız. Aşağıdakini açılış <script>etiketinizin altına ekleyin .

+ +
var canvas = document.getElementById ("myCanvas");
+var ctx = canvas.getContext ("2d");
+ +

Burada, canvasdeğişkene {{htmlelement("canvas")}} öğesine bir referans kaydediyoruz . Ardından ctx, 2B oluşturma bağlamını depolamak için değişkeni oluşturuyoruz - bu, Tuval üzerine boyamak için kullanabileceğimiz gerçek araç.

+ +

Tuvale kırmızı bir kare yazdıran örnek bir kod parçası görelim. Bunu önceki JavaScript satırlarınızın altına ekleyin, ardından index.htmldenemek için bir tarayıcıya yükleyin .

+ +
ctx.beginPath ();
+ctx.rect (20, 40, 50, 50);
+ctx.fillStyle = "# FF0000";
+ctx.fill ();
+ctx.closePath ();
+ +

Tüm talimatlar {{domxref("CanvasRenderingContext2D.beginPath()", "beginPath ()")}} ve {{domxref("CanvasRenderingContext2D.closePath()", "closePath()")}} yöntemleri arasındadır. {{Domxref("CanvasRenderingContext2D.rect ()", "rect()")}} kullanarak bir dikdörtgen tanımlıyoruz: ilk iki değer, tuval üzerindeki dikdörtgenin sol üst köşesinin koordinatlarını belirtirken, ikincisi dikdörtgenin genişliğini ve yüksekliğini belirtin. Bizim durumumuzda dikdörtgen ekranın sol tarafından 20 piksel ve üst tarafından 40 piksel olarak boyanmıştır ve 50 piksel genişliğinde ve 50 piksel yüksekliğindedir, bu da onu mükemmel bir kare yapar. {{Domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}} özelliği,

+ +

Dikdörtgenlerle sınırlı değiliz - işte yeşil bir daire yazdırmak için bir kod parçası. Bunu JavaScript'inizin altına eklemeyi, kaydetmeyi ve yenilemeyi deneyin:

+ +
ctx.beginPath ();
+ctx.arc (240, 160, 20, 0, Math.PI * 2, false);
+ctx.fillStyle = "yeşil";
+ctx.fill ();
+ctx.closePath ();
+ +

Gördüğünüz gibi {{domxref("CanvasRenderingContext2D.beginPath ()", "beginPath()")}} ve {{domxref("CanvasRenderingContext2D.closePath ()", "closePath()")}} kullanıyoruz yine yöntemler. Bunların arasında, yukarıdaki kodun en önemli kısmı {{domxref("CanvasRenderingContext2D.arc()", "arc()")}} yöntemidir. Altı parametre alır:

+ + + +

{{Domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}} özelliği öncekinden farklı görünüyor. Bunun nedeni, tıpkı CSS'de olduğu gibi, rengin onaltılık bir değer, renk anahtar sözcüğü, rgba()işlev veya diğer mevcut renk yöntemlerinden herhangi biri olarak belirtilebilmesidir.

+ +

{{Domxref("CanvasRenderingContext2D.fill()", "fill()")}} kullanmak ve şekilleri renklerle doldurmak yerine {{domxref("CanvasRenderingContext2D.stroke()", "strok()")}} kullanabiliriz yalnızca dış konturu renklendirmek için. Bu kodu JavaScript'inize de eklemeyi deneyin:

+ +
ctx.beginPath ();
+ctx.rect (160, 10, 100, 40);
+ctx.strokeStyle = "rgba (0, 0, 255, 0.5)";
+ctx.stroke ();
+ctx.closePath ();
+ +

Yukarıdaki kod, mavi konturlu boş bir dikdörtgen yazdırır. rgba()Fonksiyondaki alfa kanalı sayesinde mavi renk yarı şeffaftır.

+ +

Kodunuzu karşılaştırın

+ +

İşte bir JSFiddle'da canlı olarak çalıştırılan ilk dersin tam kaynak kodu:

+ +

{{JSFiddleEmbed("https://jsfiddle.net/end3r/x62h15e2/", "", "395")}}

+ +
+

Alıştırma : Verilen şekillerin boyutunu ve rengini değiştirmeyi deneyin.

+
+ +

Sonraki adımlar

+ +

Şimdi temel HTML'yi kurduk ve tuval hakkında biraz bilgi edindik, ikinci bölüme geçelim ve oyunumuzda topu nasıl hareket ettireceğimize bakalım .

+ +

{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball")}}

diff --git a/files/tr/games/tutorials/2d_breakout_game_pure_javascript/index.html b/files/tr/games/tutorials/2d_breakout_game_pure_javascript/index.html new file mode 100644 index 0000000000..3a821095a6 --- /dev/null +++ b/files/tr/games/tutorials/2d_breakout_game_pure_javascript/index.html @@ -0,0 +1,51 @@ +--- +title: 2D breakout game using pure JavaScript +slug: Games/Tutorials/2D_Breakout_game_pure_JavaScript +translation_of: Games/Tutorials/2D_Breakout_game_pure_JavaScript +--- +
{{GamesSidebar}}
+ +
{{IncludeSubnav("/en-US/docs/Games")}}
+ +

{{Next("Games/Workflows/2D_Breakout_game_pure_JavaScript/Create_the_Canvas_and_draw_on_it")}}

+ +

In this step-by-step tutorial we create a simple MDN Breakout game written entirely in pure JavaScript and rendered on HTML5 {{htmlelement("canvas")}}.

+ +

Every step has editable, live samples available to play with so you can see what the intermediate stages should look like. You will learn the basics of using the {{htmlelement("canvas")}} element to implement fundamental game mechanics like rendering and moving images, collision detection, control mechanisms, and winning and losing states.

+ +

To get the most out of this series of articles you should already have basic to intermediate JavaScript knowledge. After working through this tutorial you should be able to build your own simple Web games.

+ +

Gameplay screen from the game MDN Breakout where you can use your paddle to bounce the ball and destroy the brick field, with keeping the score and lives.

+ +

Lesson details

+ +

All the lessons — and the different versions of the MDN Breakout game we are building together — are available on GitHub:

+ +
    +
  1. Create the Canvas and draw on it
  2. +
  3. Move the ball
  4. +
  5. Bounce off the walls
  6. +
  7. Paddle and keyboard controls
  8. +
  9. Game over
  10. +
  11. Build the brick field
  12. +
  13. Collision detection
  14. +
  15. Track the score and win
  16. +
  17. Mouse controls
  18. +
  19. Finishing up
  20. +
+ +

Starting with pure JavaScript is the best way to get a solid knowledge of web game development. After that, you can pick any framework you like and use it for your projects. Frameworks are just tools built with the JavaScript language; so even if you plan on working with them, it's good to learn about the language itself first to know what exactly is going on under the hood. Frameworks speed up development time and help take care of boring parts of the game, but if something is not working as expected, you can always try to debug that or just write your own solutions in pure JavaScript.

+ +
+

Note: If you are interested in learning about 2D web game development using a game library, consult this series' counterpart, 2D breakout game using Phaser.

+
+ +
+

Note: This series of articles can be used as material for hands-on game development workshops. You can also make use of the Gamedev Canvas Content Kit based on this tutorial if you want to give a talk about game development in general.

+
+ +

Next steps

+ +

Ok, let's get started! Head to the first chapter— Create the Canvas and draw on it.

+ +

{{Next("Games/Workflows/2D_Breakout_game_pure_JavaScript/Create_the_Canvas_and_draw_on_it")}} 

diff --git a/files/tr/games/tutorials/index.html b/files/tr/games/tutorials/index.html new file mode 100644 index 0000000000..90d1cb0790 --- /dev/null +++ b/files/tr/games/tutorials/index.html @@ -0,0 +1,27 @@ +--- +title: Tutorials +slug: Games/Tutorials +tags: + - Canvas + - Games + - JavaScript + - NeedsTranslation + - TopicStub + - Web + - Workflows +translation_of: Games/Tutorials +--- +
{{GamesSidebar}}
{{IncludeSubnav("/en-US/docs/Games")}}
+ +

This page contains multiple tutorial series that highlight different workflows for effectively creating different types of web games.

+ +
+
2D breakout game using pure JavaScript
+
In this step-by-step tutorial you'll implement a simple breakout clone using pure JavaScript. Along the way you will learn the basics of using the {{htmlelement("canvas")}} element to implement fundamental game mechanics like rendering and moving images, collision detection, control machanisms, and winning and losing states.
+
2D breakout game using Phaser
+
In this step-by-step tutorial you'll implement the same breakout clone as the previous tutorial series, except that this time you'll do it using thePhaser HTML5 game framework. This idea here is to teach some of the fundamentals (and advantages) of working with frameworks, along with fundamental game mechanics.
+
2D maze game with device orientation
+
This tutorial shows how to create a 2D maze game using HTML5, incorporating fundamentals such as collision detection and sprite placement on a {{htmlelement("canvas")}}. This is a mobile game that uses the Device Orientation and Vibration APIs to enhance the gameplay and is built using the Phaser framework.
+
2D platform game with Phaser
+
This tutorial series shows how to create a simple platform game using Phaser, covering fundamentals such as sprites, collisions, physics, collectables, and more.
+
diff --git a/files/tr/gecko/index.html b/files/tr/gecko/index.html new file mode 100644 index 0000000000..1e8a844300 --- /dev/null +++ b/files/tr/gecko/index.html @@ -0,0 +1,58 @@ +--- +title: Gecko +slug: Gecko +translation_of: Mozilla/Gecko +--- +

Gecko, Mozilla Project tarafından geliştirilen düzenleme motorunun ismidir. Başlangıçtaki ismi NGLayout'tu.

+ +

Gecko'nun fonksiyonu web içeriğini okumak, HTML, CSS, XUL, JavaScript gibi kullanıcı ekranını yorumlamak ya da yazdırmaktır. XUL-tabanlı uygulamalarda, Gecko uygulamanın kullanıcı arayüzünü yorumlamak için de kullanılır.

+ +

Gecko birkaç tarayıcı da dahil olmak üzere bir çok uygulamada kullanılır, örneğin Firefox, SeaMonkey, Camino, vb. (tüm liste için, lütfen Wikipedia'daki Gecko maddesine bakınız.) Gecko'nun aynı sürümünü kullanan ürünler aynı standartları desteklemektedir.

+ + + + + + + + +
+

Belgeleme

+ +
+
Gecko SSS
+
Gecko ile ilgili sıkça sorulan sorular.
+
Gecko DOM referansı
+
DOM'a referans.
+
Gecko event reference
+
Reference to events used within Gecko and Mozilla applications; for web-standard DOM events, see the DOM event reference.
+
Gecko sürümleri ve uygulama sürümleri
+
Gecko ve Gecko kullanan uygulamaların sürümleri.
+
Introduction to Layout in Mozilla
+
Tech Talk on layout.
+
Embedding Mozilla
+
Using Gecko in your own application.
+
Character sets supported by Gecko
+
A list of the character sets supported by Gecko.
+
HTML parser threading
+
Description of multithreading in the HTML parser.
+
{{ interwiki('wikimo', 'Gecko:Home_Page', 'Gecko Home Page on MozillaWiki') }}
+
Home for the active developers. Roadmaps and more up-to-date resources.
+
+ +

View All...

+
+

Community

+ +
    +
  • View Mozilla forums... {{ DiscussionList("dev-tech-layout", "mozilla.dev.tech.layout") }}
  • +
+ + + +
+
Web Standards, XUL, Embedding Mozilla, Developing Mozilla
+
+
+ +

 

diff --git a/files/tr/glossary/ajax/index.html b/files/tr/glossary/ajax/index.html new file mode 100644 index 0000000000..b2b2fd109f --- /dev/null +++ b/files/tr/glossary/ajax/index.html @@ -0,0 +1,26 @@ +--- +title: AJAX +slug: Glossary/AJAX +tags: + - AJAX + - Başlangıç + - XMLHttpRequest +translation_of: Glossary/AJAX +--- +

AJAX (Asenkron {{glossary("JavaScript")}} ve {{glossary("XML")}}) {{glossary("HTML")}}, {{glossary("CSS")}}, JavaScript, ve {{glossary("DOM", "DOM'u")}} XMLHttpRequest {{glossary("object", "nesnesi")}} ile kombine ederek daha kompleks web sayfaları oluşturmaya yarayan bir programlama pratiğidir. AJAX sayesinde bir web sayfasının ilgilendiğimiz bölümlerini, bütün sayfayı yenilemek zorunda kalmaksızın, güncelleyebiliriz. AJAX ayrıca asenkron çalışabilmemizi sağlar; güncellemenin gerçekleştiği sırada diğer kodlar çalışmaya devam eder — aksi halde güncelleme bitene kadar kod akışı tıkanırdı (senkron).

+ +

Daha fazla bilgi al

+ +

Genel bilgi

+ + + +

Teknik bilgi

+ + diff --git a/files/tr/glossary/callback_function/index.html b/files/tr/glossary/callback_function/index.html new file mode 100644 index 0000000000..df61c52402 --- /dev/null +++ b/files/tr/glossary/callback_function/index.html @@ -0,0 +1,64 @@ +--- +title: Geri Çağırma Fonksiyonları +slug: Glossary/Callback_function +tags: + - Callback + - Callback function + - Geri Çağırma +translation_of: Glossary/Callback_function +--- +

Bir `Geri Çağırma` fonskiyonu başka bir fonksiyona verilen bir parametre şeklindeki fonksiyondur. Geri çağırma fonksiyonu, ikinci fonksiyonun içinde çağrılır ya da çalıştırılır. 

+ +

Bir örnek:

+ +
function birinci() {
+    setTimeout(function () {
+        alert(1);
+    }, 500);
+}
+
+function ikinci() {
+    alert(2);
+}
+
+birinci();
+ikinci();
+
+// çıktı
+// 2
+// 1
+
+ +

Yukarıda kod örneğinde birinci() fonksiyonu ilk çalışmasına rağmen çıktı olarak daha sonra sonuç vermiştir. Bu javascriptin asenkron özelliğindendir. Bu gibi durumların önüne geçmek için `callback` kullanılmalıdır.

+ +
function birinci(callback) {
+  setTimeout(
+      function () {
+            alert(1);
+            callback()
+      }, 500);
+}
+
+function ikinci() {
+    alert(2);
+}
+
+birinci(ikinci);
+
+// çıktı
+// 1
+// 2
+ +

Yukarıdaki örnekte çıktı olarak önce '1' çalışırken onun bitmesinin ardından parametre olarak verilen 'ikinci()' fonksiyonu çalışmıştır. 

+ +

Bir başka örnek;

+ +

Örneğin büyük bir dosyayı İnternet'ten indirirken, diğer işlemlerin de aksamamasını isteyelim. Bir başka deyişle, indirme işlemi diğer işlemleri durdurmasın ya da engellemesin. İndirme işleminin arka planda sürmesini, işlem bitince de bir fonksiyonu çağırmak istediğimizde, asenkron çalışma modu uygulanmalıdır. Arka planda bir işlem yürürken, diğer talepleri kabul etmeli ve sistemi bloke etmemelidir. 'Geri çağırma' işlemi tanımlayarak dosya okuma işleminin bittiği sinyalini ve ya diğer işlemlere geçiş işlemi sağlayabiliriz.

+ +

Learn more

+ +

General knowledge

+ + diff --git a/files/tr/glossary/css/index.html b/files/tr/glossary/css/index.html new file mode 100644 index 0000000000..40f4c6ee7d --- /dev/null +++ b/files/tr/glossary/css/index.html @@ -0,0 +1,46 @@ +--- +title: CSS +slug: Glossary/CSS +tags: + - CSS + - CodingScripting + - Glossary + - Komut Dosyası + - Sözlük + - Web + - 'l10n:priority' + - oncelik +translation_of: Glossary/CSS +--- +

CSS (Cascading Style Sheets) is a declarative language that controls how webpages look in the {{glossary("browser")}}. The browser applies CSS style declarations to selected elements to display them properly. A style declaration contains the properties and their values, which determine how a webpage looks.

+ +

CSS is one of the three core Web technologies, along with {{Glossary("HTML")}} and {{Glossary("JavaScript")}}. CSS usually styles {{Glossary("Element","HTML elements")}}, but can be also used with other markup languages like {{Glossary("SVG")}} or {{Glossary("XML")}}.

+ +

A CSS rule is a set of {{Glossary("CSS Property","properties")}} associated with a {{Glossary("CSS selector", "selector")}}. Here is an example that makes every HTML paragraph yellow against a black background:

+ +
/* The selector "p" indicates that all paragraphs in the document will be affected by that rule */
+p {
+  /* The "color" property defines the text color, in this case yellow. */
+  color: yellow;
+
+  /* The "background-color" property defines the background color, in this case black. */
+  background-color: black
+}
+ +

"Cascading" refers to the rules that govern how selectors are prioritized to change a page's appearance. This is a very important feature, since a complex website can have thousands of CSS rules.

+ +

Learn more

+ +

General knowledge

+ + + +

Technical reference

+ + diff --git a/files/tr/glossary/dom/index.html b/files/tr/glossary/dom/index.html new file mode 100644 index 0000000000..cef085d4c8 --- /dev/null +++ b/files/tr/glossary/dom/index.html @@ -0,0 +1,28 @@ +--- +title: DOM +slug: Glossary/DOM +tags: + - DOM + - DOM Standartı +translation_of: Glossary/DOM +--- +

Açılımı 'Document Object Model' olan DOM, herhangi bir {{glossary("HTML")}} yada {{glossary("XML")}} dökümanı ile etkileşebilen ve temsil edebilen bir {{glossary("API")}}'dir. DOM {{glossary("internet tarayıcısı","browser")}}'nda yüklenen bir döküman modelidir. Bu model, dökümanı bir düğüm ağacı şeklinde şemalandırır. Her düğüm bu dokümanın belli bir kısmını (Ör. {{Glossary("nesne","element")}}, metin dizeleri, yorumlar vb. ) temsil eder.

+ +

DOM bir internet tarayıcısı üzerinde çalışan programların dökümandaki herhangi bir veriye ulaşmalarına ve etkileşimlerine izin verir. Bu nedenle de {{glossary("Web","Web")}} üzerinde en çok kullanılan {{Glossary("API")}}'lerden bir tanesidir. Kullanılan yazılım ile yeni düğümler yaratılabilir, düğümlerin yerleri , yada verileri değiştirilebilir.

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ilk tarayıcılarda DOM yoktu. Tarayıcıların {{Glossary("JavaScript")}}'i desteklemeye başlamaları ile hayata geldi. DOM'un erken dönemleri bazen 'DOM 0' olarak anılır. Bugün, WHATWG grubu bu standartı (İngilizce: DOM Living Standard) idame ettirmektedir. 'Canlı Standart' (The Living Standard) olarak nitelendirilir. Bunun nedeni ise, bu standartın devamlı yenileniyor ve her geçen gün gelişiyor olması nedeniyledir.

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Daha Fazla Bilgi

+ +

Genel Bilgi

+ + + +

Teknik Bilgi

+ + diff --git a/files/tr/glossary/html/index.html b/files/tr/glossary/html/index.html new file mode 100644 index 0000000000..b1035cfd90 --- /dev/null +++ b/files/tr/glossary/html/index.html @@ -0,0 +1,47 @@ +--- +title: HTML +slug: Glossary/HTML +tags: + - HTML + - Temel Bilgiler +translation_of: Glossary/HTML +--- +

HTML (İngilizce: HyperText Markup Language) bir web sayfasının yapısını açıklayan tanımlayıcı bir dildir.

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Kısa Tarihi

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Tim Berners-Lee, 1990 yılında, {{glossary("Web","Dünya Çapında Web")}} vizyonun bir parçası olarak, sonraki sene {{glossary("SGML")}}'den türeterek resmileştireceği {{glossary("hypertext")}} konseptini tanımladı. 1993 yılında {{glossary("IETF")}} resmi olarak HTML teknik tanımını yazmaya başladı ve bir kaç taslak yazıldıktan sonra 1995 yılında da 2.0 sürümü çıkardı. 1994 senesinde ise, Berners-Lee, bugün web dediğimiz bu ağı kurabilmek çabasıyla {{glossary("W3C")}}'yi kurdu. 1996 yılında, W3C HTML çalışmalarını devir aldı ve sonraki sene ise HTML 3.2 önerisini yayınladı. 1999 senesinde HTML 4.0 yayımlandı ve 2000 yılında {{glossary("ISO")}} standartı haline geldi.

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Yine o günlerde, W3C neredeyse  {{glossary("XHTML")}}'in lehine  HTML'den vaz geçiyordu ki, bu durum 2004 senesinde {{glossary("WHATWG")}} isimli bağımsız bir grubun oluşmasına neden oldu. WHATWG sayesinde {{glossary("HTML5")}} çalışmaları devam etti ve iki organizasyon 2008 senesinde ilk taslağı, 2014 senesinde ise bitirilmiş nihai standartı yayınladılar.

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Kavram ve Sözdizimi

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Bir HTML dökümanı {{glossary("elements","elemanlar")}} ile yapılandırılmış düz-metin bir dökümandır. Elemanlar birbirine eş açma ve kapama {{Glossary("tags","etiketler")}}'i tarafından çevrelenmiştirler. Her etiket köşeli parantez ile başlar ve sonlanır (<>). Az sayıda da araları boş ve hiç dize yazılamaz etiketler vardır, örnegin {{htmlelement("img")}}.

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HTML etiketlerini {{Glossary("attributes","nitelikler")}} ile yapılandırabilirsiniz. Nitelikler tarayıcıların verilen elemanın nasıl yorumlanması gerektiğini belirtirler.

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Detail of the structure of an HTML element

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Bir HTML dosyası genellikle  .htm yada .html uzantısı ile kayıt edilir, {{Glossary("web server","Sunucu")}} tarafından sunulur, ve herhangi bir {{Glossary("Web browser","Tarayıcı")}} tarafından da görüntülenebilir.

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Daha Fazla Bilgi

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Genel Bilgi

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HTML Öğrenmek

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Teknik Referans

+ + diff --git a/files/tr/glossary/http/index.html b/files/tr/glossary/http/index.html new file mode 100644 index 0000000000..4512b476c8 --- /dev/null +++ b/files/tr/glossary/http/index.html @@ -0,0 +1,21 @@ +--- +title: HTTP +slug: Glossary/HTTP +tags: + - HTTP +translation_of: Glossary/HTTP +--- +

Hiper Metin Aktarım Protokolü (HTTP), {{glossary("World Wide Web","Web")}} üzerinde, genellikle bir tarayıcı ile sunucu arasında insanların okuyabilmesi için hipermedya belgeleri aktarımını sağlayan temel ağ {{glossary("protocol")}} 'üdür. HTTP tanımının şu anki sürümüne HTTP/2 denilmektedir.

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Bir {{glossary("URI")}} 'nin parçası olan "http://"ye "schema" denir ve genellikle bir adresin başında bulunur, örneğin "https://developer.mozilla.org"da tarayıcıya bu dokümanı HTTP protokolü kullanarak istemesini bildirmektedir. Buradaki https, HTTP protokolünün güvenli sürümünü {{glossary ("SSL")}} belirtir (aynı zamanda TLS de denir).

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HTTP metinseldir (tüm iletişim düz metin olarak yapılır) ve durumsuzdur (hiçbir iletişim önceki iletişimden haberdar değildir). Bu özellik insanların internetteki belgeleri (web sitelerini) okuyabilmesi için idealdir. Bunun yanında HTTP, sunucudan sunucuya {{glossary ("REST")}} web servisleri için veya web sitelerinin daha dinamik olması için yapılan {{glossary ("AJAX")}} istekleri için de kullanılabilir.

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+

Diğer Kaynaklar

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diff --git a/files/tr/glossary/index.html b/files/tr/glossary/index.html new file mode 100644 index 0000000000..8e1c81312d --- /dev/null +++ b/files/tr/glossary/index.html @@ -0,0 +1,45 @@ +--- +title: Glossary +slug: Glossary +tags: + - Beginner + - Glossary + - Index + - Landing + - NeedsTranslation + - TopicStub +translation_of: Glossary +--- +
{{LearnBox({"title":"Learn a new term:"})}}
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Web technologies contain long lists of jargon and abbreviations that are used in documentation and coding. This glossary provides definitions of words and abbreviations you need to know to successfully understand and build for the web.

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Glossary of Terms

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{{GlossaryList({"split": "h3", "css": "multiColumnList"})}}

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Contribute to the glossary

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This glossary is a never ending work in progress. You can help improving it by writing new entries or by making the existing ones better. The easiest way to start is to hit the following link or to pick one of the suggested terms below.

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Add a new entry to the glossary

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{{GlossaryList({"terms":["at-rule", "ALPN", "Attack", "Byte-Order Mark", "client", "Character set", "cryptosystem", "debug", "digital signature", "execution", "flex-direction", "GLSL", "Interface", "Library", "Memory management", "routers", "Self-Executing Anonymous Function", "Stylesheet", "Vector image"], "filter": "notdefined", "css": "multiColumnList"})}}

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If you want to know more on how to contribute to the glossary, check out the glossary documentation status page.

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See also

+ + + + diff --git a/files/tr/glossary/javascript/index.html b/files/tr/glossary/javascript/index.html new file mode 100644 index 0000000000..870b64cbbe --- /dev/null +++ b/files/tr/glossary/javascript/index.html @@ -0,0 +1,45 @@ +--- +title: JavaScript +slug: Glossary/JavaScript +tags: + - JavaScript + - Programlama + - Temel Bilgiler +translation_of: Glossary/JavaScript +--- +

JavaScript (JS) çoğunlukla kullanıcı bilgisayarı üzerinde, web sayfalarına dinamik işlev kazandırmak amaçlı kullanılan, ama aynı zamanda Node.js gibi paketler aracılığı ile ağ sunucuları üzerinde de çalışabilen bir programlama dilidir.

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JavaScript dilini Java programlama dili ile karıştırmayın. Hem "Java", hem de "JavaScript" Oracle şirketinin gerek Amerika'da, gerekse diğer ülkelerde kayıtlı ticari markalarıdır. Fakat, bu iki programlama dilinin birbirinden farklı yazılım kuralları, anlamsal karşılıkları,  ve kullanım amaçları vardır.

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Brendan Eich tarafından (o zamanlar Netscape şirketinin bir çalışanıyken) sunucu bilgisayarları üzerinde çalışmak üzere tasarlanmış olan JavaScript, kısa bir süre sonra, Eylül 1995'de, Netscape Navigator internet tarayıcısının 2.0 sürümünde yerini aldı. Yayınlandıktan hemen sonra büyük bir ilgi gördü ve {{glossary("Microsoft Internet Explorer", "Internet Explorer 3.0")}} JavaScript desteğini Ağustos 1996 yılında JScript adı altında tanıttı.

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1996 senesinin Kasım ayında, Netscape şirketi JavaScript'i sektör içinde bir standart haline getirmek için ECMA International isimli bilişim ve iletişim standartları organizasyonu ile çalışmaya başladı. O zamandan günümüze, ECMA-262 teknik şartnamesi altında tanımlanıp, ECMAScript adı altında bir standart haline gelmiştir. Haziran 2017 tarihi itibariylede en yenisi olan 8'nci sürümü kullanıma sunulmuştur.

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JavaScript çoğunlukla internet tarayıcıları üzerinde kullanılır ve yazılımcılara internet sayfalarının yapılarını {{Glossary("DOM")}} aracılığı ile, sayfa içeriklerini {{Glossary("AJAX")}} ve {{Glossary("IndexedDB")}} kullanarak değiştirebilme, {{Glossary("canvas")}} kullanarak sayfa üzerinde grafik çizebilme, kullanıcı cihazları ile çeşitli {{Glossary("API","APIs")}}'ler kullanarak iletişim kurabilmek gibi daha nice imkanlar sunar. İnternet tarayacılarının son zamanlarda {{Glossary("API","APIs")}} uygulamalarında gerçekleştirdikleri gelişim ve performansa borçlu kalarak; JavaScript dünyanın en çok kullanılan dillerinden bir tanesidir.

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Bugün JavaScript, çok popüler olan ve internet tarayıcıları dışında, bir çok sistemde çalışabilen Node.js platformu ile sunucu bilgisayarlarına geri dönmüştür. Node.js size JavaScript dili ile yazdığınız programları hem bilgisayar üzerinde çalıştırma imkanı sunar, hemde {{Glossary("HTTP")}} ve {{Glossary("Web Sockets")}} teknolojilerini kullanarak tam sürüm sunucular geliştirmenizi sağlar.

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Learn more

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Genel Bilgi

+ + + +

JavaScript'i Öğrenmek

+ + + +

Teknik Referans

+ + diff --git a/files/tr/glossary/mixin/index.html b/files/tr/glossary/mixin/index.html new file mode 100644 index 0000000000..721dee4332 --- /dev/null +++ b/files/tr/glossary/mixin/index.html @@ -0,0 +1,10 @@ +--- +title: Mixin +slug: Glossary/Mixin +translation_of: Glossary/Mixin +--- +

Bir karışım, yöntemlerinin ve / veya özelliklerinin bir kısmının veya tümünün uygulanmadığı ve başka bir sınıfın veya arayüzün eksik uygulamaları sağlamasını gerektiren bir sınıf veya arayüzdür. Yeni sınıf veya arayüz daha sonra hem mixin'den hem de kendi kendini tanımladığı özellikleri ve yöntemleri içerir. Mixin veya mixini uygulayan arayüz veya sınıfta uygulanıp uygulanmadığına bakılmaksızın, tüm yöntemler ve özellikler tamamen aynı şekilde kullanılır.

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Karışımların avantajı, birden fazla arayüzün aynı yöntemleri ve özellikleri içermesi gereken API'lerin tasarımını basitleştirmek için kullanılabilmeleridir.

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Örneğin, WindowOrWorkerGlobalScope karışımı, hem Window hem de WorkerGlobalScope arayüzlerinde bulunması gereken yöntemleri ve özellikleri sağlamak için kullanılır. Karışım, bu arabirimlerin her ikisi tarafından uygulanır.

diff --git a/files/tr/glossary/mutable/index.html b/files/tr/glossary/mutable/index.html new file mode 100644 index 0000000000..f156962648 --- /dev/null +++ b/files/tr/glossary/mutable/index.html @@ -0,0 +1,43 @@ +--- +title: Mutable +slug: Glossary/Mutable +translation_of: Glossary/Mutable +--- +

Mutable değiştirilebilen bir değişken türüdür. {{glossary("JavaScript")}}'te, sadece {{Glossary("Object","objects")}} ve {{Glossary("Array","arrays")}} 'ler mutable'dır,  {{Glossary("primitive", "primitive values")}} mutable değildir.

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(Bir değiken ad noktasına yeni bir değere dönüştürebilirsiniz, ancak önceki değer hala bellekte tutulur. Bu nedenle garbage collection ihtiyaç vardır.)

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Bir mutable object oluşturulduktan sonra durumu değiştirebilen nesnelerdir.

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Immutables ise oluşturulduktan sonra durumu değiştirilemeyen nesnelerdir.

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Strings ve Numbers 'lar değiştirilemeyen, immutables'lardır. Bunu bir örnekle anlayalım:

+ +
var immutableString = "Hello";
+
+// Yukarıdaki kodda, string değer alan yeni bir nesne oluşturduk.
+
+immutableString = immutableString + "World";
+
+// Şimdi, mevcut değere "World" ekliyoruz.
+
+ +

"immutableString" e bir string değer eklenmesiyle, aşağıdaki olaylar gerçekleşir:

+ +
    +
  1. "immutableString" mevcut değeri alınır
  2. +
  3. "World", "immutableString" mevcut değerine eklenir.
  4. +
  5. Ortaya çıkan değer daha sonra yeni bir bellek bloğuna tahsis edilir.
  6. +
  7. "immutableString" nesnesi şimdi yeni oluşturulmuş bellek alanına işaret ediyor
  8. +
  9. Önceden oluşturulan bellek alanı artık çöp toplama için kullanılabilir.
  10. +
+ + + +

Daha fazla bilgi edin

+ +

Genel Bilgi

+ + diff --git a/files/tr/glossary/mvc/index.html b/files/tr/glossary/mvc/index.html new file mode 100644 index 0000000000..230a66f88f --- /dev/null +++ b/files/tr/glossary/mvc/index.html @@ -0,0 +1,68 @@ +--- +title: MVC +slug: Glossary/MVC +tags: + - .NetCore MVC + - MVC + - MVC Giriş + - MVC Kullanımı + - Model View Controller Nedir +translation_of: Glossary/MVC +--- +

MVC (Model-View-Controller) software design'de kullanıcı arayüzlerini, verileri ve kontrol mantığını uygulamak için yaygın olarak kullanılan bir modeldir. Yazılımın iş mantığı ve ekranı arasındaki ayrımı vurgular. Bu ayrım "separation of concerns", daha iyi bir işbölümü ve daha iyi bakım sağlar.MVVM (Model-View-Viewmodel), MVP (Model-View-Presenter) ve MVW (Model-View-Whatever) gibi diğer tasarım desenleri MVC'ye dayanmaktadır.

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MVC yazılım tasarım deseninin üç bölümü aşağıdaki gibi tanımlanabilir:

+ +
    +
  1. Model: Veri ve iş mantığını yönetir.
  2. +
  3. View: Düzeni ve ekranı işler.
  4. +
  5. Controller: Komutları modele yönlendirir ve parçaları görüntüler.
  6. +
+ +
+

Model View Controller örnek

+
+ +

Basit bir alışveriş listesi uygulaması düşünün. Tek istediğimiz, bu hafta satın almamız gereken her eşyanın adının, miktarının ve fiyatının bir listesi. Aşağıda, bu işlevlerin bir kısmını MVC kullanarak nasıl uygulayabileceğimizi açıklayacağız.

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Diagram to show the different parts of the mvc architecture.

+ +

Model

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Model, uygulamanın hangi verileri içermesi gerektiğini tanımlar. Bu verilerin durumu değişirse, model; genellikle görünümü (böylece ekran gerektiği gibi değişebilir) ve bazen denetleyiciyi (güncellenmiş View ı kontrol etmek için farklı mantık gerekiyorsa) bildirir.

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Alışveriş listesi uygulamamıza geri dönersek, Model liste öğelerinin hangi verileri içermesi gerektiğini -eşya, fiyat, vb. -  ve listedeki hangi eşyaların zaten mevcut olduğunu belirleyecektir.

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View

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View, uygulama verilerinin nasıl görüntüleneceğini belirler.

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Alışveriş listesi uygulamamızda, görünüm, listenin kullanıcıya nasıl sunulduğunu belirleyecek ve Model den görüntülenecek verileri alacaktır.

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Controller

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Controller, uygulama kullanıcılarından gelen girdilere yanıt olarak modeli ve/veya görünümü güncelleyen mantık içerir.

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Örneğin, alışveriş listemizde ürün eklememize veya silmemize izin veren giriş formları ve butonları olabilir. Bu eylemler Model in güncellenmesini gerektirir, bu nedenle girdi Controller a gönderilir. Bu da Model i uygun şekilde yönetir ve daha sonra güncellenmiş verileri View a gönderir.

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Bununla birlikte, verileri farklı bir biçimde görüntülemek için View ı güncellemek isteyebilirsiniz, örneğin, eşya sırasını alfabetik olarak veya en düşük fiyattan en yüksek fiyata sıralayacak şekilde değiştirmek.Bu durumda Controller, Model i güncellemeye gerek kalmadan bunu doğrudan halledebilir.

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+

Web'de MVC 

+
+ +

Bir web geliştiricisi olarak, daha önce hiç bilinçli olarak kullanmasanız bile, bu model muhtemelen oldukça tanıdık olacaktır. Veri modeliniz muhtemelen bir çeşit veritabanında bulunur (MySQL gibi geleneksel bir sunucu tarafı veritabanı veya IndexedDB [en-US] gibi bir istemci tarafı çözümü olsun.) Uygulamanızın kontrol kodu muhtemelen HTML / JavaScript ile yazılmıştır ve kullanıcı arayüzünüz muhtemelen HTML/CSS/istediğinizherhangibirşey kullanılarak yazılmıştır. Bu MVC'ye çok benziyor, ancak MVC bu bileşenlerin daha katı bir desen izlemesini sağlıyor.

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Web'in ilk günlerinde, MVC mimarisi çoğunlukla formlar veya bağlantılar aracılığıyla  güncellemeler isteyen istemci ile  güncellenmiş görünümleri geri almak ve tarayıcıda görüntülemek için server-side(sunucu tarafı) da uygulanırdı.Ancak bu günlerde, client-side(istemci tarafı) veri depolarının ortaya çıkmasıyla daha fazla mantık istemciye itilir ve XMLHttpRequest  gerektiğinde kısmi sayfa güncellemelerine izin verir.

+ +

AngularJS ve Ember.js gibi Web çerçeveleri, biraz farklı şekillerde de olsa, bir MVC mimarisini uygular.

+ +
+

Daha fazla bilgi edinin

+
+ +

Genel bilgi

+ + diff --git a/files/tr/glossary/nesne/index.html b/files/tr/glossary/nesne/index.html new file mode 100644 index 0000000000..64912aa7e2 --- /dev/null +++ b/files/tr/glossary/nesne/index.html @@ -0,0 +1,18 @@ +--- +title: Nesne +slug: Glossary/Nesne +tags: + - nesne +translation_of: Glossary/Object +--- +

Nesne, veri ve bu veriyle çalışmak için gerekli bilgileri içeren bir yapıya karşılık gelir. Nesneler bazen gerçek dünyadaki şeyler, örneğin yarış oyunundaki bir araba veya harita bile olabilir. {{glossary("JavaScript")}}, Java, C++, Python, ve Ruby {{glossary("NYP","nesne yönelimli programlama")}} dillerine örnektir.

+ +

Daha fazla bilgi edin

+ +

Genel Bilgi

+ + diff --git a/files/tr/glossary/nyp/index.html b/files/tr/glossary/nyp/index.html new file mode 100644 index 0000000000..771a8e739d --- /dev/null +++ b/files/tr/glossary/nyp/index.html @@ -0,0 +1,17 @@ +--- +title: NYP +slug: Glossary/NYP +translation_of: Glossary/OOP +--- +

NYP (Nesne Yönelimli Programlama) verilerin nesneler içine kapsüllendiği ve içinde bulunan bileşenlerin nesneyi yönettiği programlama yaklaşımıdır.

+ +

{{glossary("JavaScript")}} ağırlıklı olarak nesne yönelimlidir. Prototip temelli modeli örnek alır (sınıf temelli değildir).

+ +

Daha fazla bilgi edin

+ +

Genel Bilgi

+ + diff --git a/files/tr/glossary/protokol/index.html b/files/tr/glossary/protokol/index.html new file mode 100644 index 0000000000..6f9f45ff33 --- /dev/null +++ b/files/tr/glossary/protokol/index.html @@ -0,0 +1,22 @@ +--- +title: Protokol +slug: Glossary/Protokol +tags: + - Altyapı + - Protokol nedir + - Protokoller + - Sözlük +translation_of: Glossary/Protocol +--- +

Protokol, verilerin bilgisayar içinde veya bilgisayarlar arasında nasıl alınıp verildiğini tanımlayan kurallar bütünüdür.

+ +

Daha fazla bilgi edinin

+ +

Genel Bilgi

+ + + +

 

diff --git a/files/tr/glossary/ruby/index.html b/files/tr/glossary/ruby/index.html new file mode 100644 index 0000000000..a261a1d8ea --- /dev/null +++ b/files/tr/glossary/ruby/index.html @@ -0,0 +1,21 @@ +--- +title: Ruby +slug: Glossary/Ruby +translation_of: Glossary/Ruby +--- +

Ruby açık kaynak bir programlama dilidir. {{glossary("world wide web","Web")}} ortamında Ruby,  genellikle sunucu tarafında Ruby on Rails web çatısı ile web siteleri ve uygulamaları üretmek için kullanılır.

+ +

Daha Fazla Öğren

+ +

Genel bilgiler

+ + + +

Teknik referanslar

+ + diff --git a/files/tr/glossary/statement/index.html b/files/tr/glossary/statement/index.html new file mode 100644 index 0000000000..0067e42681 --- /dev/null +++ b/files/tr/glossary/statement/index.html @@ -0,0 +1,23 @@ +--- +title: Statement +slug: Glossary/Statement +translation_of: Glossary/Statement +--- +

Var deyimi, isteğe bağlı olarak onu bir değerle başlatarak işlev kapsamlı veya genel kapsamlı bir değişken bildirir.

+ +

Learn more

+ +

General knowledge

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Technical reference

+ + + + diff --git a/files/tr/glossary/vendor_prefix/index.html b/files/tr/glossary/vendor_prefix/index.html new file mode 100644 index 0000000000..175e02806c --- /dev/null +++ b/files/tr/glossary/vendor_prefix/index.html @@ -0,0 +1,66 @@ +--- +title: Vendor Prefix +slug: Glossary/Vendor_Prefix +tags: + - CodingScripting + - Glossary + - Sözlük +translation_of: Glossary/Vendor_Prefix +--- +

Tarayıcı satıcıları bazen deneysel veya standart dışı CSS özelliklerine ve JavaScript API'lerine önek ekler, bu nedenle geliştiriciler, denemelerine —teoride— güvenmelerini önlerken ve daha sonrasında web geliştiricilerin standardizasyon sürecinde kodunu bozarken yeni fikirler deneyebilirler. Geliştiriciler, tarayıcı davranışı standart hale getirilinceye kadar unprefixed özelliğini eklemeyi beklemelidir.

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Tarayıcı satıcıları, deneysel özellikler için satıcı öneklerini kullanmayı bırakmaya çalışıyor. Web geliştiricileri bunları deneysel yapılışlarına rağmen üretim Web sitelerinde kullanıyor. Bu, tarayıcı üreticilerinin uyumluluk sağlamasını ve yeni özellikler üzerinde çalışmasını zorlaştırdı; popüler web sitelerini yüklemek için başka tarayıcıların öneklerini eklemek zorunda kalan küçük tarayıcılar için de zararlıdır.

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Son zamanlarda, trend, kullanıcı tarafından kontrol edilen bayrakların veya tercihlerin arkasına deneysel özellikler eklemek ve çok daha hızlı bir şekilde kararlı bir duruma ulaşabilecek küçük özellikler oluşturmaktır.

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CSS önekler

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Büyük tarayıcılar aşağıdaki önekleri kullanır:

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API önekler

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Tarihsel olarak, satıcılar da deneysel API'ler için ön ekler kullandılar. Eğer bir arayüzün tamamı deneysel ise, o zaman arayüzün adı ön eklenir (ancak içindeki özellikler veya yöntemler değil). Standart bir arayüze deneysel bir özellik veya yöntem eklenirse, o zaman bireysel yöntem veya özellik eklenir.

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Arayüz önekleri

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Arayüz isimleri için önekler büyük harflidir:

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Özellik ve yöntem önekleri

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Özellikler ve yöntemler için önekler küçük harflidir:

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Daha fazla bilgi edin

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Genel Bilgi

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{{QuickLinksWithSubpages("/en-US/docs/Glossary")}}
diff --git "a/files/tr/glossary/web_taray\304\261c\304\261s\304\261/index.html" "b/files/tr/glossary/web_taray\304\261c\304\261s\304\261/index.html" new file mode 100644 index 0000000000..4eeb5b7d7a --- /dev/null +++ "b/files/tr/glossary/web_taray\304\261c\304\261s\304\261/index.html" @@ -0,0 +1,24 @@ +--- +title: Web Tarayıcısı +slug: Glossary/Web_Tarayıcısı +translation_of: Glossary/Browser +--- +

Web tarayıcısı, Kullanıcıların {{Glossary("World Wide Web","Web")}} sunucuları üzerinde bulunan sayfaları görüntülemesi ve sayfadaki {{Glossary("hyperlink","linkler")}} üzerinden başka sayfalara ulaşmasını sağlayan bir programdır.

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Daha fazla bilgi edin

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Genel Bilgi

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Bir tarayıcı indir

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