| Aug | SEP | Oct |
| 16 | ||
| 2019 | 2020 | 2021 |
COLLECTED BY
Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.
History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. Our projects have ranged in size from a single volunteer downloading the data to a small-but-critical site, to over 100 volunteers stepping forward to acquire terabytes of user-created data to save for future generations.
The main site for Archive Team is at archiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.
This collection contains the output of many Archive Team projects, both ongoing and completed. Thanks to the generous providing of disk space by the Internet Archive, multi-terabyte datasets can be made available, as well as in use by the Wayback Machine, providing a path back to lost websites and work.
Our collection has grown to the point of having sub-collections for the type of data we acquire. If you are seeking to browse the contents of these collections, the Wayback Machine is the best first stop. Otherwise, you are free to dig into the stacks to see what you may find.
The Archive Team Panic Downloads are full pulldowns of currently extant websites, meant to serve as emergency backups for needed sites that are in danger of closing, or which will be missed dearly if suddenly lost due to hard drive crashes or server failures.
ArchiveBot is an IRC bot designed to automate the archival of smaller websites (e.g. up to a few hundred thousand URLs). You give it a URL to start at, and it grabs all content under that URL, records it in a WARC, and then uploads that WARC to ArchiveTeam servers for eventual injection into the Internet Archive (or other archive sites).
To use ArchiveBot, drop by #archivebot on EFNet. To interact with ArchiveBot, you issue commands by typing it into the channel. Note you will need channel operator permissions in order to issue archiving jobs. The dashboard shows the sites being downloaded currently.
There is a dashboard running for the archivebot process at http://www.archivebot.com.
ArchiveBot's source code can be found at https://github.com/ArchiveTeam/ArchiveBot.
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JavaScript Style Guide
GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
A mostly reasonable approach to JavaScript
Primitives: When you access a primitive type you work directly on its value.
stringnumberbooleannullundefinedvar foo = 1;
var bar = foo;
bar = 9;
console.log(foo, bar); // => 1, 9Complex: When you access a complex type you work on a reference to its value.
objectarrayfunctionvar foo = [1, 2];
var bar = foo;
bar[0] = 9;
console.log(foo[0], bar[0]); // => 9, 9Use the literal syntax for object creation.
// bad
var item = new Object();
// good
var item = {};Don't use reserved words as keys. It won't work in IE8. More info.
// bad
var superman = {
class: 'superhero',
default: { clark: 'kent' },
private: true
};
// good
var superman = {
cssClass: 'superhero',
defaults: { clark: 'kent' },
hidden: true
};Use readable synonyms in place of reserved words.
// bad
var superman = {
class: 'alien'
};
// bad
var superman = {
klass: 'alien'
};
// good
var superman = {
type: 'alien'
};Use the literal syntax for array creation.
// bad
var items = new Array();
// good
var items = [];Use Array#push instead of direct assignment to add items to an array.
var someStack = [];
// bad
someStack[someStack.length] = 'abracadabra';
// good
someStack.push('abracadabra');When you need to copy an array use Array#slice. jsPerf
var len = items.length;
var itemsCopy = [];
var i;
// bad
for (i = 0; i < len; i++) {
itemsCopy[i] = items[i];
}
// good
itemsCopy = items.slice();To convert an array-like object to an array, use Array#slice.
function trigger() {
var args = Array.prototype.slice.call(arguments);
...
}
Use single quotes '' for strings.
// bad
var name = "Bob Parr";
// good
var name = 'Bob Parr';
// bad
var fullName = "Bob " + this.lastName;
// good
var fullName = 'Bob ' + this.lastName;Function expressions:
// anonymous function as event handler
$el.on('click', function () {
return true;
});
// optional name to aid debugging with stack traces
$el.on('click', function elClick() {
return true;
});
// anonymous function as method
MyObject.prototype.isTrue = function () {
return true;
};
// immediately-invoked function expression (IIFE)
(function () {
console.log('Welcome to the Internet. Please follow me.');
})();Function declarations:
// use a named declaration when appropriate mainly
// for internal helper logic and organization
function namedFunction() {
return true;
}Never declare a function in a non-function block (if, while, etc). Assign the function to a variable instead. Browsers will allow you to do it, but they all interpret it differently, which is bad news bears.
Note: ECMA-262 defines a block as a list of statements. A function declaration is not a statement. Read ECMA-262's note on this issue.
// bad
if (currentUser) {
function test() {
console.log('Nope.');
}
}
// good
var test;
if (currentUser) {
test = function test() {
console.log('Yup.');
};
}
Never name a parameter arguments. This will take precedence over the arguments object that is given to every function scope.
// bad
function nope(name, options, arguments) {
// ...stuff...
}
// good
function yup(name, options, args) {
// ...stuff...
}Use dot notation when accessing properties.
var luke = {
jedi: true,
age: 28
};
// bad
var isJedi = luke['jedi'];
// good
var isJedi = luke.jedi;
Use subscript notation [] when accessing properties with a variable.
var luke = {
jedi: true,
age: 28
};
function getProp(prop) {
return luke[prop];
}
var isJedi = getProp('jedi');
Always use var to declare variables. Not doing so will result in global variables. We want to avoid polluting the global namespace. Captain Planet warned us of that.
// bad
superPower = new SuperPower();
// good
var superPower = new SuperPower();
Use one var declaration per variable.
It's easier to add new variable declarations this way, and you never have
to worry about swapping out a ; for a , or introducing punctuation-only
diffs.
// bad
var items = getItems(),
goSportsTeam = true,
dragonball = 'z';
// bad
// (compare to above, and try to spot the mistake)
var items = getItems(),
goSportsTeam = true;
dragonball = 'z';
// good
var items = getItems();
var goSportsTeam = true;
var dragonball = 'z';Declare unassigned variables last. This is helpful when later on you might need to assign a variable depending on one of the previous assigned variables. Multiple unassigned variables can be declared in a single-line var declaration.
// good
var items = getItems();
var goSportsTeam = true;
var i, j, length;Assign variables at the top of their scope. This helps avoid issues with variable declaration and assignment hoisting related issues.
// bad
function () {
test();
console.log('doing stuff..');
//..other stuff..
var name = getName();
if (name === 'test') {
return false;
}
return name;
}
// good
function () {
var name = getName();
test();
console.log('doing stuff..');
//..other stuff..
if (name === 'test') {
return false;
}
return name;
}
// bad - unnecessary function call
function () {
var name = getName();
if (!arguments.length) {
return false;
}
this.setFirstName(name);
return true;
}
// good
function () {
var name;
if (!arguments.length) {
return false;
}
name = getName();
this.setFirstName(name);
return true;
}Variable declarations get hoisted to the top of their scope, but their assignment does not.
// we know this wouldn't work (assuming there
// is no notDefined global variable)
function example() {
console.log(notDefined); // => throws a ReferenceError
}
// creating a variable declaration after you
// reference the variable will work due to
// variable hoisting. Note: the assignment
// value of `true` is not hoisted.
function example() {
console.log(declaredButNotAssigned); // => undefined
var declaredButNotAssigned = true;
}
// The interpreter is hoisting the variable
// declaration to the top of the scope,
// which means our example could be rewritten as:
function example() {
var declaredButNotAssigned;
console.log(declaredButNotAssigned); // => undefined
declaredButNotAssigned = true;
}Anonymous function expressions hoist their variable name, but not the function assignment.
function example() {
console.log(anonymous); // => undefined
anonymous(); // => TypeError anonymous is not a function
var anonymous = function () {
console.log('anonymous function expression');
};
}Named function expressions hoist the variable name, not the function name or the function body.
function example() {
console.log(named); // => undefined
named(); // => TypeError named is not a function
superPower(); // => ReferenceError superPower is not defined
var named = function superPower() {
console.log('Flying');
};
}
// the same is true when the function name
// is the same as the variable name.
function example() {
console.log(named); // => undefined
named(); // => TypeError named is not a function
var named = function named() {
console.log('named');
};
}Function declarations hoist their name and the function body.
function example() {
superPower(); // => Flying
function superPower() {
console.log('Flying');
}
}For more information refer to JavaScript Scoping & HoistingbyBen Cherry.
Use === and !== over == and !=.
Conditional statements such as the if statement evaluate their expression using coercion with the ToBoolean abstract method and always follow these simple rules:
'', otherwise trueif ([0]) {
// true
// An array is an object, objects evaluate to true
}Use shortcuts.
// bad
if (name !== '') {
// ...stuff...
}
// good
if (name) {
// ...stuff...
}
// bad
if (collection.length > 0) {
// ...stuff...
}
// good
if (collection.length) {
// ...stuff...
}For more information see Truth Equality and JavaScript by Angus Croll.
Use braces with all multi-line blocks.
// bad
if (test)
return false;
// acceptable (only for very simple statements and early function return)
if (test) return false;
// good
if (test) {
return false;
}
// bad
function () { return false; }
// good
function () {
return false;
}
If you're using multi-line blocks with if and else, put else on the same line as your
if block's closing brace.
// bad
if (test) {
thing1();
thing2();
}
else {
thing3();
}
// good
if (test) {
thing1();
thing2();
} else {
thing3();
}
Use /** ... */ for multi-line comments. Include a description, specify types and values for all parameters and return values.
// bad
// make() returns a new element
// based on the passed in tag name
//
// @param {String} tag
// @return {Element} element
function make(tag) {
// ...stuff...
return element;
}
// good
/**
* make() returns a new element
* based on the passed in tag name
*
* @param {String} tag
* @return {Element} element
*/
function make(tag) {
// ...stuff...
return element;
}
Use // for single line comments. Place single line comments on a newline above the subject of the comment. Put an empty line before the comment.
// bad
var active = true; // is current tab
// good
// is current tab
var active = true;
// bad
function getType() {
console.log('fetching type...');
// set the default type to 'no type'
var type = this._type || 'no type';
return type;
}
// good
function getType() {
console.log('fetching type...');
// set the default type to 'no type'
var type = this._type || 'no type';
return type;
}
Prefixing your comments with FIXMEorTODO helps other developers quickly understand if you're pointing out a problem that needs to be revisited, or if you're suggesting a solution to the problem that needs to be implemented. These are different than regular comments because they are actionable. The actions are FIXME -- need to figure this outorTODO -- need to implement.
Use // FIXME: to annotate problems.
function Calculator() {
// FIXME: shouldn't use a global here
total = 0;
return this;
}
Use // TODO: to annotate solutions to problems.
function Calculator() {
// TODO: total should be configurable by an options param
this.total = 0;
return this;
}Use tabs. One per indent level. This allows developers to choose their preferred display width.
// bad
function () {
∙∙var name;
}
// bad
function () {
∙∙∙∙var name;
}
// good
function () {
var name;
}Place 1 space before the leading brace.
// bad
function test(){
console.log('test');
}
// good
function test() {
console.log('test');
}
// bad
dog.set('attr',{
age: '1 year',
breed: 'Bernese Mountain Dog'
});
// good
dog.set('attr', {
age: '1 year',
breed: 'Bernese Mountain Dog'
});
Place 1 space before the opening parenthesis in control statements (if, while etc.). Place no space before the argument list in function calls and declarations.
// bad
if(isJedi) {
fight ();
}
// good
if (isJedi) {
fight();
}
// bad
function fight () {
console.log ('Swooosh!');
}
// good
function fight() {
console.log('Swooosh!');
}Place 1 space before anonymous function parenthesis.
// bad
function() {
var name;
}
// good
function () {
var name;
}Set off operators with spaces.
// bad
var x=y+5;
// good
var x = y + 5;End files with a single newline character.
// bad
(function (global) {
// ...stuff...
})(this);// bad
(function (global) {
// ...stuff...
})(this);↵
↵// good
(function (global) {
// ...stuff...
})(this);↵Use indentation when making long method chains. Long method chains should be avoided except in cases of a performance benefit or significant readability benefit.
// bad
$('#items').find('.selected').highlight().end().find('.open').updateCount();
// good
$('#items')
.find('.selected')
.highlight()
.end()
.find('.open')
.updateCount();
// bad
var leds = stage.selectAll('.led').data(data).enter().append("svg:svg").class('led', true)
.attr('width', (radius + margin) * 2).append("svg:g")
.attr("transform", "translate(" + (radius + margin) + "," + (radius + margin) + ")")
.call(tron.led);
// good
var leds = stage.selectAll('.led')
.data(data)
.enter().append("svg:svg")
.class('led', true)
.attr('width', (radius + margin) * 2)
.append("svg:g")
.attr("transform", "translate(" + (radius + margin) + "," + (radius + margin) + ")")
.call(tron.led);Leading commas: Nope.
// bad
var story = [
once
, upon
, aTime
];
// good
var story = [
once,
upon,
aTime
];
// bad
var hero = {
firstName: 'Bob'
, lastName: 'Parr'
, heroName: 'Mr. Incredible'
, superPower: 'strength'
};
// good
var hero = {
firstName: 'Bob',
lastName: 'Parr',
heroName: 'Mr. Incredible',
superPower: 'strength'
};Additional trailing comma: Nope. This can cause problems with IE6/7 and IE9 if it's in quirksmode. Also, in some implementations of ES3 would add length to an array if it had an additional trailing comma. This was clarified in ES5 (source):
Edition 5 clarifies the fact that a trailing comma at the end of an ArrayInitialiser does not add to the length of the array. This is not a semantic change from Edition 3 but some implementations may have previously misinterpreted this.
```javascript
// bad
var hero = {
firstName: 'Kevin',
lastName: 'Flynn',
};
var heroes = [
'Batman',
'Superman',
];
// good
var hero = {
firstName: 'Kevin',
lastName: 'Flynn'
};
var heroes = [
'Batman',
'Superman'
];
```
Yup.
// bad
(function () {
var name = 'Skywalker'
return name
})()
// good
(function () {
var name = 'Skywalker';
return name;
})();
// good (guards against the function becoming an argument when two files with IIFEs are concatenated)
;(function () {
var name = 'Skywalker';
return name;
})();Perform type coercion at the beginning of the statement.
Strings:
// => this.reviewScore = 9;
// bad
var totalScore = this.reviewScore + '';
// good
var totalScore = '' + this.reviewScore;
// bad
var totalScore = '' + this.reviewScore + ' total score';
// good
var totalScore = this.reviewScore + ' total score';
Use parseInt for Numbers and always with a radix for type casting.
var inputValue = '4';
// bad
var val = new Number(inputValue);
// bad
var val = +inputValue;
// bad
var val = inputValue >> 0;
// bad
var val = parseInt(inputValue);
// good
var val = Number(inputValue);
// good
var val = parseInt(inputValue, 10);
If for whatever reason you are doing something wild and parseInt is your bottleneck and need to use Bitshift for performance reasons, leave a comment explaining why and what you're doing.
// good
/**
* parseInt was the reason my code was slow.
* Bitshifting the String to coerce it to a
* Number made it a lot faster.
*/
var val = inputValue >> 0;Note: Be careful when using bitshift operations. Numbers are represented as 64-bit values, but Bitshift operations always return a 32-bit integer (source). Bitshift can lead to unexpected behavior for integer values larger than 32 bits. Discussion. Largest signed 32-bit Int is 2,147,483,647:
2147483647 >> 0 //=> 2147483647
2147483648 >> 0 //=> -2147483648
2147483649 >> 0 //=> -2147483647Booleans:
var age = 0;
// bad
var hasAge = new Boolean(age);
// good
var hasAge = Boolean(age);
// good
var hasAge =!!age;Avoid single letter names. Be descriptive with your naming.
// bad
function q() {
// ...stuff...
}
// good
function query() {
// ..stuff..
}Use camelCase when naming objects, functions, and instances.
// bad
var OBJEcttsssss = {};
var this_is_my_object = {};
var o = {};
function c() {}
var u = new user({
name: 'Bob Parr'
});
// good
var thisIsMyObject = {};
function thisIsMyFunction() {};
var user = new User({
name: 'Bob Parr'
});Use PascalCase when naming constructors or classes.
// bad
function user(options) {
this.name = options.name;
}
var bad = new user({
name: 'nope'
});
// good
function User(options) {
this.name = options.name;
}
var good = new User({
name: 'yup'
});
Use a leading underscore _ when naming private properties.
// bad
this.__firstName__ = 'Panda';
this.firstName_ = 'Panda';
// good
this._firstName = 'Panda';
When saving a reference to this use self.
// bad
function () {
var that = this;
return function () {
console.log(that);
};
}
// bad
function () {
var _this = this;
return function () {
console.log(_this);
};
}
// good
function () {
var self = this;
return function () {
console.log(self);
};
}Name your functions. This is helpful for stack traces.
// bad
var log = function (msg) {
console.log(msg);
};
// good
var log = function log(msg) {
console.log(msg);
};Accessor functions for properties are not required.
If you do make accessor functions use getVal() and setVal('hello').
// bad
dragon.age();
// good
dragon.getAge();
// bad
dragon.age(25);
// good
dragon.setAge(25);If the property is a boolean, use isVal() or hasVal().
// bad
if (!dragon.age()) {
return false;
}
// good
if (!dragon.hasAge()) {
return false;
}It's okay to create get() and set() functions, but be consistent.
function Jedi(options) {
options || (options = {});
var lightsaber = options.lightsaber || 'blue';
this.set('lightsaber', lightsaber);
}
Jedi.prototype.set = function (key, val) {
this[key] = val;
};
Jedi.prototype.get = function (key) {
return this[key];
};Assign methods to the prototype object, instead of overwriting the prototype with a new object. Overwriting the prototype makes inheritance impossible: by resetting the prototype you'll overwrite the base!
function Jedi() {
console.log('new jedi');
}
// bad
Jedi.prototype = {
fight: function fight() {
console.log('fighting');
},
block: function block() {
console.log('blocking');
}
};
// good
Jedi.prototype.fight = function fight() {
console.log('fighting');
};
Jedi.prototype.block = function block() {
console.log('blocking');
};
Methods can return this to help with method chaining.
// bad
Jedi.prototype.jump = function () {
this.jumping = true;
return true;
};
Jedi.prototype.setHeight = function (height) {
this.height = height;
};
var luke = new Jedi();
luke.jump(); // => true
luke.setHeight(20); // => undefined
// good
Jedi.prototype.jump = function () {
this.jumping = true;
return this;
};
Jedi.prototype.setHeight = function (height) {
this.height = height;
return this;
};
var luke = new Jedi();
luke.jump()
.setHeight(20);It's okay to write a custom toString() method, just make sure it works successfully and causes no side effects.
function Jedi(options) {
options || (options = {});
this.name = options.name || 'no name';
}
Jedi.prototype.getName = function getName() {
return this.name;
};
Jedi.prototype.toString = function toString() {
return 'Jedi - ' + this.getName();
};
Prefix jQuery object variables with a $.
// bad
var sidebar = $('.sidebar');
// good
var $sidebar = $('.sidebar');Cache jQuery lookups.
// bad
function setSidebar() {
$('.sidebar').hide();
// ...stuff...
$('.sidebar').css({
'background-color': 'pink'
});
}
// good
function setSidebar() {
var $sidebar = $('.sidebar');
$sidebar.hide();
// ...stuff...
$sidebar.css({
'background-color': 'pink'
});
}
For DOM queries use Cascading $('.sidebar ul') or parent > child $('.sidebar > ul'). jsPerf
Use find with scoped jQuery object queries.
// bad
$('ul', '.sidebar').hide();
// bad
$('.sidebar').find('ul').hide();
// good
$('.sidebar ul').hide();
// good
$('.sidebar > ul').hide();
// good (slower)
$sidebar.find('ul');
// good (faster)
$($sidebar[0]).find('ul');Yup.
function () {
return true;
}root = true from any file that isn't the root.Read This
Other Style Guides
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(The MIT License)
Copyright (c) 2012 Airbnb
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright (c) 2014 ExactTarget, Inc.
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.