Design reference index · 9/27
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View Transition API
An API for constructing document or state transitions from representations of the old and new views.
CSS Anchor Positioning
A feature positioning an element, such as a popover, relative to an anchor element.
content-visibility
A property that can skip or limit rendering work for an element under defined conditions.
CSS Containment
A feature limiting the scope of layout, style, and paint effects.
BEM
A CSS naming methodology organizing classes as blocks, elements, and modifiers.
Utility-first CSS
An approach composing styles from small, single-purpose utility classes.
CSS Modules
A style-authoring approach that builds class names and related identifiers with module scope.
CSS-in-JS
A family of techniques defining, generating, and applying styles in JavaScript environments.
CSS Reset
A collection of styles that resets or reduces differences in browser default styling.
Design Token Pipeline
A process converting source design values into styling resources for multiple platforms.
Theme Provider
A component supplying shared theme values such as colors, spacing, and typography through a component tree.
Feature Query
Applying CSS rules conditionally through @supports based on feature support.
DOM
An interface representing a document as a node tree that code can inspect and modify.
CSSOM
An interface representing stylesheets and computed styling as objects.
Layout / Reflow
The browser-rendering stage that calculates element sizes and positions.
Paint
The stage that produces drawing instructions for text, backgrounds, borders, and other visible content.
Compositing
Combining separately rendered layers into the final displayed frame.
Critical Rendering Path
The sequence of key operations from resource processing to the initial screen rendering.
CSR
A rendering approach in which JavaScript primarily builds the interface in the browser.
SSR
A rendering approach delivering HTML generated on the server.
SSG
Generating page HTML before a request is made.
Hydration
Connecting client-side behavior and state to already generated HTML.
Islands Architecture
An architecture independently activating only interactive regions within a largely static page.
Code Splitting
Dividing application code into bundles loaded when needed.
Tree Shaking
An optimization removing unused exports from a build through static analysis or related techniques.
Virtualization
Rendering only the items needed for the current view to reduce the cost of long lists.
LCP
A web performance metric measuring when the largest significant viewport content is rendered.
CLS
A metric measuring accumulated unexpected shifts in visible page elements.
INP
A web responsiveness metric representing interaction latency during a visit.
Performance Budget
A predefined allowance for metrics such as transfer size, load time, or frame time.
GUI Toolkit
A collection of tools providing graphical interface elements such as windows, buttons, inputs, and events.
Native Widget
An interface element using or integrating with an operating system's standard controls and capabilities.
Custom-drawn UI
An interface drawing its appearance through custom rendering rather than standard operating-system widgets.
Retained-mode GUI
A UI model retaining a widget tree and properties, then redrawing as they change.
Immediate-mode GUI
A UI model that describes the interface repeatedly through each frame's code flow.
Event Loop
A repeating execution structure processing input, timers, and system messages.
Callback
A function registered to run when an event occurs or a task completes.
Signal and Slot
Qt's mechanism connecting an emitted signal to a receiving function called a slot.
GUI Thread
The thread responsible for UI creation, changes, and event processing in a toolkit.
Worker Thread
A thread performing lengthy computation or input/output separately from UI processing.
Model–View
A design separating data from presentation and connecting them through a model interface.
MVC
An architectural pattern separating data, views, and input-handling responsibilities.
MVVM
A pattern separating view state and presentation logic into a view model connected by bindings.
Data Binding
A mechanism connecting changes between data or state and interface properties.
Layout Manager
A system calculating child widget positions and sizes from window size and layout constraints.
Size Policy
Rules governing how a widget grows or shrinks as available space changes.
Dock Widget
A panel that can attach to a window edge or detach as a separate window.
MDI
An architecture managing multiple document windows inside one parent application workspace.
System Tray
An operating-system status area providing icons, menus, and notification entry points.
Qt Widgets
Qt's traditional widget-based technology for desktop interfaces.
Qt Quick
Qt's technology for declarative interfaces and animation centered on QML.
QML
Qt's language for declaratively describing objects, properties, states, and behavior.
Qt Style Sheets
A system styling Qt widgets with CSS-like syntax; it is not identical to web CSS.
KV Language
Kivy's declarative language for widget trees and property relationships.
TUI
An approach building interactive panels, tables, and inputs inside a text terminal.
High-DPI Scaling
Adapting interface size and sharpness to pixel density and operating-system scaling.
Webview Bridge
A communication layer connecting JavaScript in a web view with desktop host capabilities.
Application Packaging
Bundling code, runtimes, and resources into a distributable application for users.
Core Loop
The short, repeated cycle of core player actions, outcomes, and rewards.
Meta Loop
A longer-term loop of progression, collection, and unlocks spanning multiple sessions.
Game Mechanic
A rule or function defining the relationship between player actions and state changes.
Game Dynamics
The behaviors and situations emerging as game rules interact during play.
Game Feel
The perceived quality of control produced by input, movement, and audiovisual responses.
Player Agency
The player's sense that their choices influence meaningful outcomes.
Meaningful Choice
A choice requiring comparison of different costs, benefits, or consequences.
Risk–Reward
A relationship offering greater potential rewards for greater risks or costs.
Feedback Loop
A cycle in which current outcomes affect subsequent states and choices.
Positive Feedback Loop
A rule structure that amplifies an existing advantage or change.
Negative Feedback Loop
A rule structure that counteracts a growing gap or change.
Progression System
A system that changes abilities, options, or content with time played or achievements.
Skill Tree
A progression structure representing ability unlocks through prerequisites and branches.
Tech Tree
A structure representing research and unlock dependencies among technologies, buildings, or units.
Unlock
Making a feature, location, or item available after specified conditions are met.
Difficulty Curve
The progression of required skills and challenges over time or stages.
Dynamic Difficulty
A system adjusting challenge levels according to the current play state.
Resource Economy
A system governing the creation, consumption, exchange, and storage of game resources.
Source and Sink
The routes by which resources enter the game and are consumed or removed.
Crafting
A system creating items from materials, tools, and required conditions.
Loot Table
A data structure defining reward eligibility and probabilities.
Random Number Generation
Generating number sequences to implement probabilistic events and variation.