Responsive vs Adaptive Web Design
They may seem to be the same, but they are not. These two methods complement each other. There is no saying which one is correct and which one is wrong. Content determines everything.
Content flow
As the screen size becomes smaller, the content will take up more vertical space, and the content below will be Then push it down, which is called flow. This can be a little tricky if you're designing with pixels and points, but once you get used to it, it will make sense.
Relative units
The canvas size can be desktop, mobile or anything in between. Pixel density can also vary, so we need flexible units that can be used on a variety of screens. This is where relative units like percentages come in handy. So setting a width of 50% means it will take up half the screen (or view, which is the size of the open browser window).
Breakpoints
Breakpoints allow layout to change at predefined points. For example: there are 3 columns on the desktop screen, but there is only one column on the mobile screen. Most CSS properties can be changed based on breakpoints. Typically you would set breakpoints based on specific content. If a sentence exceeds the screen length, you may want to add a breakpoint. But use breakpoints with caution—it can quickly lead to confusion when it's difficult to understand what content affects what.
Maximum and minimum values
Sometimes it is good if the content takes up the entire width of the screen, such as on mobile devices . But if it's on a TV screen and the same content occupies the entire width of your screen, it usually doesn't make much sense. This is where the Min/Max values come into play. For example, if you set width to 100% and max-width to 1000px, the content will fill the screen but not exceed 1000px.
Nested objects
Remember the relative position? Having many elements whose position depends on the positioning of other elements is difficult to control, so using containers to wrap elements can make it easier to understand and tidier. This is where static units (such as pixels) come into play. They are useful for content that you don't want to be modular (like a logo or buttons).
Mobile or Desktop priority
Technically In other words, it doesn't make much difference if a project starts with a smaller screen and moves to a larger screen (mobile first) or vice versa (desktop first). However, it adds additional restrictions that can help you decide whether to start with mobile first. Usually everyone writes both ends together at the beginning, so it’s better to see which one runs better.
Web Fonts vs System Fonts
Wish you had a cool Futura or Didot font on your website? Web fonts are available! While they look great, remember that the more fonts you put in, the longer your page will take to load. On the other hand, loading system fonts is lightning fast, but when the user doesn't have the set of fonts locally, it falls back to the default font.
Bitmap vs Vector
Have you ever thought about adding a lot of details and fancy effects to your icons? ? If you think about it, using bitmaps is more appropriate. If not, consider using vector graphics. For bitmaps, use images in jpg, png or gif format, while for vectors, your best choice is SVG or icon fonts. Each has corresponding advantages and disadvantages. But the size of the picture also needs to be taken into consideration - the pictures on the web page must be optimized. On the other hand, vector images are usually smaller, but some older browsers do not support them. Also, it may be heavier than a bitmap if it has a lot of curves. So, choose carefully.
http://www.w3cplus. com/responsive/9-basic-principles-of-responsive-web-design.html

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