Java Reference
In-Depth Information
<scene1>
...
</scene1>
<scene2>
<mark_anthony>
Caesar, my lord?
</mark_anthony>
</scene2>
<scene3>
...
</scene3>
</act1>
<act2>
...
</act2>
<act3>
...
</act3>
<act4>
...
</act4>
<act5>
...
</act5>
</play>
XML is also completely cross-platform, because it contains just text. This means that an application on
Windows can package up the data in this format, and a completely different application on Unix should
be able to unravel and read that data.
XHTML
XHTML 1.0 is where the XML and HTML standards meet. XHTML is just a respecifi cation of the HTML
4.01 standard as an XML application. The advantages of this allow XHTML to get around some of the
problems caused by a browser's particular interpretation of HTML, and more importantly to provide
a specifi cation that allows the Web to be used by clients other than browsers, such as those provided
on handheld computers, mobile phones, or any software device that might be connected to the Internet
(perhaps even your refrigerator!).
XHTML also offers a common method for specifying your own elements, instead of just adding
them randomly. You can specify new elements via a common method using an XML Document Type
Declaration and an XML name-space. (A namespace is a means of identifying one set of elements
uniquely from any other set of elements.) This is particularly useful for the new markup languages,
such as Wireless Markup Language (WML), which are geared toward mobile technology and require a
different set of elements to be able to display on the reduced interfaces.
That said, anyone familiar with HTML should be able to look at an XHTML page and understand
what's going on. There are differences, but not ones that add new elements or attributes.
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