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Remove SIMPLE from EVENTS, MEDIA, URI, and XML (#38567)
* Remove SIMPLE from EVENTS and MEDIA * Remove SIMPLE from URI and XML * Update files/en-us/web/xml/xpath/guides/snippets/index.md Co-authored-by: Dipika Bhattacharya <dipika@foss-community.org> * Update files/en-us/web/xml/xslt/guides/transforming_xml_with_xslt/an_overview/index.md Co-authored-by: Dipika Bhattacharya <dipika@foss-community.org> --------- Co-authored-by: Dipika Bhattacharya <dipika@foss-community.org>
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files/en-us/web/events/event_handlers/index.md

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To set event handler code you can just assign it to the appropriate onevent property. Only one event handler can be assigned for every event in an element. If needed the handler can be replaced by assigning another function to the same property.
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Below we show how to set a simple `greet()` function for the `click` event using the `onclick` property.
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Below we show how to set a `greet()` function for the `click` event using the `onclick` property.
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```js
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const btn = document.querySelector("button");
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> [!NOTE]
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> The ability to add and remove event handlers allows you to, for example, have the same button performing different actions in different circumstances. In addition, in more complex programs cleaning up old/unused event handlers can improve efficiency.
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Below we show how a simple `greet()` function can be set as a listener/event handler for the `click` event (you could use an anonymous function expression instead of a named function if desired). Note again that the event is passed as the first argument to the event handler.
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Below we show how a `greet()` function can be set as a listener/event handler for the `click` event (you could use an anonymous function expression instead of a named function if desired). Note again that the event is passed as the first argument to the event handler.
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```js
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const btn = document.querySelector("button");

files/en-us/web/media/guides/audio_and_video_delivery/adding_captions_and_subtitles_to_html5_video/index.md

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### WebVTT
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The files that contain the actual subtitle data are simple text files that follow a specified format, in this case the [Web Video Text Tracks](/en-US/docs/Web/API/WebVTT_API) (WebVTT) format. The [WebVTT specification](https://w3c.github.io/webvtt/) is still being worked on, but major parts of it are stable so we can use it today.
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The files that contain the actual subtitle data are text files that follow a specified format, in this case the [Web Video Text Tracks](/en-US/docs/Web/API/WebVTT_API) (WebVTT) format. The [WebVTT specification](https://w3c.github.io/webvtt/) is still being worked on, but major parts of it are stable so we can use it today.
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Video providers (such as the [Blender Foundation](https://www.blender.org/about/foundation/)) provide captions and subtitles in a text format with their videos, but they're usually in the SubRip Text (SRT) format. These can be easily converted to WebVTT using an online converter.
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files/en-us/web/media/guides/audio_and_video_delivery/buffering_seeking_time_ranges/index.md

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This works better with longer pieces of audio or video, but press play and click about the player progress bar and you should get something like this. Each red filled white rectangle represents a time range.
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![A simple audio player with play button, seek bar and volume control, with a series of red rectangles beneath it representing time ranges.](bufferedtimeranges.png)
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![An audio player with play button, seek bar and volume control, with a series of red rectangles beneath it representing time ranges.](bufferedtimeranges.png)
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> [!NOTE]
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> You can see the [timerange code running live on JS Bin](https://jsbin.com/memazaro/1/edit).
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This should give you results similar to the following, where the light grey bar represents the buffered progress and green bar shows the played progress:
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![A simple audio player with play button, seek bar, and volume control, and a progress bar below the controls. The progress bar has a green portion to show played video and a light grey portion to show how much has been buffered.](bufferedprogress.png)
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![An audio player with play button, seek bar, and volume control, and a progress bar below the controls. The progress bar has a green portion to show played video and a light grey portion to show how much has been buffered.](bufferedprogress.png)
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> [!NOTE]
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> You can see the [buffering code running live on JS Bin](https://jsbin.com/badimipi/1/edit).

files/en-us/web/media/guides/audio_and_video_delivery/cross-browser_audio_basics/index.md

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- `src` contains the path to the audio file to be loaded (relative or absolute).
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- `type` is used to inform the browser of the file type. If omitted, most browsers will attempt to guess this from the file extension.
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- If the {{ htmlelement("audio") }} element is not supported then {{ htmlelement("audio") }} and {{ htmlelement("source") }} will be ignored. However, any supported text or elements that you define within {{ htmlelement("audio") }} will be displayed or acted upon. So the ideal place to create a fallback or inform of incompatibility is before the closing `</audio>` tag. In this case, we've provided a simple paragraph including a link to download the audio directly.
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- If the {{ htmlelement("audio") }} element is not supported then {{ htmlelement("audio") }} and {{ htmlelement("source") }} will be ignored. However, any supported text or elements that you define within {{ htmlelement("audio") }} will be displayed or acted upon. So the ideal place to create a fallback or inform of incompatibility is before the closing `</audio>` tag. In this case, we've provided a paragraph including a link to download the audio directly.
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- The `controls` attribute on the {{ htmlelement("audio") }} element is specified when we require the browser to provide us with default playback controls. If you don't specify this attribute, no controls will appear — and you will instead have to create your own controls and program their functionality using the Media API (see below). However, that can be a good approach, because the default controls look different among various browsers. So creating your own controls ensures a consistent look for the controls across all browsers.
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## HTML audio in detail
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## Creating your own custom audio player
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The JavaScript media API allows you to create your own custom player. Let's take a look at a very minimal example. We can combine HTML and JavaScript to create a very simple player with a play and a pause button. First, we'll set up the audio in the HTML, without the `controls` attribute, since we are creating our own controls:
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The JavaScript media API allows you to create your own custom player. Let's take a look at a very minimal example. We can combine HTML and JavaScript to create a player with a play and a pause button. First, we'll set up the audio in the HTML, without the `controls` attribute, since we are creating our own controls:
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```html
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<audio id="my-audio">
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## Media loading events
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Above we have shown how you can create a very simple audio player, but what if we want to show progress, buffering and only activate the buttons when the media is ready to play? Fortunately, there are a number of events we can use to let our player know exactly what is happening.
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Above we have shown how you can create an audio player, but what if we want to show progress, buffering and only activate the buttons when the media is ready to play? Fortunately, there are a number of events we can use to let our player know exactly what is happening.
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First, let's take a look at the media loading process in order:
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files/en-us/web/media/guides/audio_and_video_delivery/cross_browser_video_player/index.md

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sidebar: mediasidebar
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---
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This article describes a simple HTML video player that uses the Media and Fullscreen APIs. As well as working fullscreen, the player features custom controls rather than just using the browser defaults. The player controls themselves won't be styled beyond the basics required to get them working; full styling of the player will be taken care of in a future article.
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This article describes a basic HTML video player that uses the Media and Fullscreen APIs. As well as working fullscreen, the player features custom controls rather than just using the browser defaults. The player controls themselves won't be styled beyond the basics required to get them working; full styling of the player will be taken care of in a future article.
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## Working example
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const fullscreen = document.getElementById("fs");
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```
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Using these handles, events can now be attached to each of the custom control buttons making them interactive. Most of these buttons require a simple `click` event listener to be added, and a Media API defined method and/or attributes to be called/checked on the video.
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Using these handles, events can now be attached to each of the custom control buttons making them interactive. Most of these buttons require a `click` event listener to be added, and a Media API defined method and/or attributes to be called/checked on the video.
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### Play/Pause
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```
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The mute button is a simple toggle button that uses the Media API's `muted` attribute to mute the video: this is a Boolean indicating whether the video is muted or not. To get it to toggle, we set it to the inverse of itself.
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The mute button is a toggle button that uses the Media API's `muted` attribute to mute the video: this is a Boolean indicating whether the video is muted or not. To get it to toggle, we set it to the inverse of itself.
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### Volume
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### Skip Ahead
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Another feature of most browser default video control sets is the ability to click on the video's progress bar to "skip ahead" to a different point in the video. This can also be achieved by adding a simple `click` event listener to the `progress` element:
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Another feature of most browser default video control sets is the ability to click on the video's progress bar to "skip ahead" to a different point in the video. This can also be achieved by adding a `click` event listener to the `progress` element:
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```js
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progress.addEventListener("click", (e) => {

files/en-us/web/media/guides/audio_and_video_delivery/index.md

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[Encrypted Media Extensions](https://w3c.github.io/encrypted-media/) is a W3C proposal to extend `HTMLMediaElement`, providing APIs to control playback of protected content.
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The API supports use cases ranging from simple clear key decryption to high value video (given an appropriate user agent implementation). License/key exchange is controlled by the application, facilitating the development of robust playback applications supporting a range of content decryption and protection technologies.
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The API supports use cases ranging from basic clear key decryption to high value video (given an appropriate user agent implementation). License/key exchange is controlled by the application, facilitating the development of robust playback applications supporting a range of content decryption and protection technologies.
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One of the principal uses of EME is to allow browsers to implement DRM ([Digital Rights Management](https://en.wikipedia.org/wiki/Digital_rights_management)), which helps to prevent web-based content (especially video) from being copied.
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> Currently Safari does not support DASH although dash.js will work on newer versions of Safari scheduled for release with OSX Yosemite.
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DASH also provides a number of profiles including simple onDemand profiles that require no preprocessing and splitting up of media files. There are also a number of cloud based services that will convert your media to both HLS and DASH.
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DASH also provides a number of profiles including onDemand profiles that require no preprocessing and splitting up of media files. There are also a number of cloud based services that will convert your media to both HLS and DASH.
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For further information see [Live streaming web audio and video](/en-US/docs/Web/Media/Guides/Audio_and_video_delivery/Live_streaming_web_audio_and_video).
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files/en-us/web/media/guides/audio_and_video_delivery/video_player_styling_basics/index.md

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By default, all {{htmlelement("button") }} elements have a border, so this is removed. Since background images will be used to display appropriate icons, the background color of the button is set to be transparent, non-repeated, and the element should fully contain the image.
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Simple `:hover` and `:focus` states are then set for each button that alters the opacity of the button:
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The `:hover` and `:focus` states are then set for each button that alters the opacity of the button:
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```css
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.controls button:hover,

files/en-us/web/media/guides/audio_and_video_manipulation/index.md

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{{EmbedLiveSample("Video_and_canvas", '100%', 580)}}
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This is a pretty simple example showing how to manipulate video frames using a canvas. For efficiency, you should consider using {{domxref("Window.requestAnimationFrame", "requestAnimationFrame()")}} instead of `setTimeout()` when running on browsers that support it.
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This is an example showing how to manipulate video frames using a canvas. For efficiency, you should consider using {{domxref("Window.requestAnimationFrame", "requestAnimationFrame()")}} instead of `setTimeout()` when running on browsers that support it.
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You can achieve the same result by applying the {{cssxref("filter-function/grayscale", "grayscale()")}} CSS function to the source `<video>` element.
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files/en-us/web/media/guides/autoplay/index.md

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#### Example: Playing video
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This simple example plays the first {{HTMLElement("video")}} element found in the document. `play()` won't let the playback begin unless the document has permission to automatically play media.
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This example plays the first {{HTMLElement("video")}} element found in the document. `play()` won't let the playback begin unless the document has permission to automatically play media.
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files/en-us/web/media/guides/formats/audio_codecs/index.md

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There are two general categories of factors that affect the encoded audio which is output by an audio codec's encoder: details about the source audio's format and contents, and the codec and its configuration during the encoding process.
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For each factor that affects the encoded audio, there is a simple rule that is nearly always true: because the fidelity of digital audio is determined by the granularity and precision of the samples taken to convert it into a data stream, the more data used to represent the digital version of the audio, the more closely the sampled sound will match the source material.
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For each factor that affects the encoded audio, there is a rule that is nearly always true: because the fidelity of digital audio is determined by the granularity and precision of the samples taken to convert it into a data stream, the more data used to represent the digital version of the audio, the more closely the sampled sound will match the source material.
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G.711 is not a high fidelity codec, but is instead optimized to support a wide range of voice levels (from whisper to shout) while maintaining high intelligibility and low computational complexity. G.711 uses a logarithmic companding algorithm which provides 14 bits of dynamic range in an 8-bit sample. It uses a sampling rate of 8000 samples/sec, corresponding to a bitrate of 64000 bps.
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There are two flavors of G.711 which indicate the exact mathematical equation for the algorithm: [µ-law](https://en.wikipedia.org/wiki/M-law) (commonly used in North America and Japan) and [A-law](https://en.wikipedia.org/wiki/A-law) (common in the rest of the world). There is no substantial quality difference between the two laws, and it is simple to transcode audio from one to the other. Nevertheless, it is important to specify which law is in use in any replay application or file format. A-law audio will replay poorly if mistakenly uncompressed with the µ-law algorithm, and vice versa.
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There are two flavors of G.711 which indicate the exact mathematical equation for the algorithm: [µ-law](https://en.wikipedia.org/wiki/M-law) (commonly used in North America and Japan) and [A-law](https://en.wikipedia.org/wiki/A-law) (common in the rest of the world). There is no substantial quality difference between the two laws, and it is possible to transcode audio from one to the other. Nevertheless, it is important to specify which law is in use in any replay application or file format. A-law audio will replay poorly if mistakenly uncompressed with the µ-law algorithm, and vice versa.
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This codec is required to be supported by all [WebRTC](/en-US/docs/Web/API/WebRTC_API) solutions because it is simple, easy to implement, widely-used, and broadly compatible across all modern computing platforms.
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