diff --git a/files/en-us/games/publishing_games/game_distribution/index.md b/files/en-us/games/publishing_games/game_distribution/index.md
index 0ad34bc9da3304b..522666a34ac9660 100644
--- a/files/en-us/games/publishing_games/game_distribution/index.md
+++ b/files/en-us/games/publishing_games/game_distribution/index.md
@@ -23,7 +23,7 @@ You don't have to wait several days to have your game's code updated. If your us
### Direct link distribution and instant play
-You don't have to tell people to search for your game in an app store with HTML games. You can just send them a direct URL to access the game, which they can then click to play the game right away without the need to use third party plugins or download and install a large package. Bear in mind that downloading the game might still take a bit of time depending on the size of the game and your network speed. In any case, it's a lot easier to promote the game if you can drive traffic directly where you want it and don't have to jump through lots of hoops to play.
+You don't have to tell people to search for your game in an app store with HTML games. You can just send them a direct URL to access the game, which they can then click to play the game right away without the need to use third-party plugins or download and install a large package. Bear in mind that downloading the game might still take a bit of time depending on the size of the game and your network speed. In any case, it's a lot easier to promote the game if you can drive traffic directly where you want it and don't have to jump through lots of hoops to play.
## Desktop vs. mobile
diff --git a/files/en-us/glossary/beacon/index.md b/files/en-us/glossary/beacon/index.md
index 472bb8563e63c86..bfd5bd6b8d232c1 100644
--- a/files/en-us/glossary/beacon/index.md
+++ b/files/en-us/glossary/beacon/index.md
@@ -5,7 +5,7 @@ page-type: glossary-definition
sidebar: glossarysidebar
---
-A web **beacon** is a small object, such as a 1 pixel gif, embedded in markup, used to communicate information back to the web server or to 3rd party servers. Beacons are generally included to provide information about the user for statistical purposes. Beacons are often included within third party scripts for collecting user data, performance metrics and error reporting.
+A web **beacon** is a small object, such as a 1 pixel gif, embedded in markup, used to communicate information back to the web server or to 3rd party servers. Beacons are generally included to provide information about the user for statistical purposes. Beacons are often included within third-party scripts for collecting user data, performance metrics and error reporting.
There is a [W3C Draft Beacon Specification](https://w3c.github.io/beacon/) to standardize the beacon as an interface to asynchronously transfer HTTP data from User Agent to a web server prior to page load without negative performance impact.
diff --git a/files/en-us/glossary/layout_mode/index.md b/files/en-us/glossary/layout_mode/index.md
index 2662feb79100e58..4b5949966e8a927 100644
--- a/files/en-us/glossary/layout_mode/index.md
+++ b/files/en-us/glossary/layout_mode/index.md
@@ -10,7 +10,7 @@ A **layout mode**, sometimes called _layout_, is a [CSS](/en-US/docs/Web/CSS) al
There are several layout modes:
- **[Flow layout or normal flow](/en-US/docs/Web/CSS/Guides/Display/Flow_layout)**
- - : All elements are part of normal flow until you do something to take them out of it.Normal flow includes:
+ - : All elements are part of normal flow until you do something to take them out of it. Normal flow includes:
- **[Block layout](/en-US/docs/Web/CSS/Guides/Display/Block_and_inline_layout)**
- : Designed for laying out boxes such as paragraphs.
- **[Inline layout](/en-US/docs/Web/CSS/Guides/Inline_layout)**
diff --git a/files/en-us/glossary/real_user_monitoring/index.md b/files/en-us/glossary/real_user_monitoring/index.md
index dfcfcef220a7aaa..dd6640d4c2cb1e3 100644
--- a/files/en-us/glossary/real_user_monitoring/index.md
+++ b/files/en-us/glossary/real_user_monitoring/index.md
@@ -5,7 +5,7 @@ page-type: glossary-definition
sidebar: glossarysidebar
---
-**Real User Monitoring** (**RUM**) measures the performance of a page from real users' machines. Generally, a third party script injects a script on each page to measure and report page load data for every request made. This technique monitors an application's actual user interactions. In RUM, the third party script collects performance metrics from the real users' browsers. RUM helps identify how an application is being used, including the geographic distribution of users and the impact of that distribution on the end user experience.
+**Real User Monitoring** (**RUM**) measures the performance of a page from real users' machines. Generally, a third-party script injects a script on each page to measure and report page load data for every request made. This technique monitors an application's actual user interactions. In RUM, the third-party script collects performance metrics from the real users' browsers. RUM helps identify how an application is being used, including the geographic distribution of users and the impact of that distribution on the end user experience.
## See also
diff --git a/files/en-us/learn_web_development/core/css_layout/legacy_layout_methods/index.md b/files/en-us/learn_web_development/core/css_layout/legacy_layout_methods/index.md
index 327178b9a7c8f32..3f9759af9294641 100644
--- a/files/en-us/learn_web_development/core/css_layout/legacy_layout_methods/index.md
+++ b/files/en-us/learn_web_development/core/css_layout/legacy_layout_methods/index.md
@@ -849,9 +849,9 @@ This system doesn't respect the grid used to contain the elements because it doe
In your project you might still choose to use a flexbox 'grid' due to the additional alignment and space distribution capabilities flexbox provides over floats. You should, however, be aware that you are still using a tool for something other than what it was designed for. So you may feel like it is making you jump through additional hoops to get the end result you want.
-## Third party grid systems
+## Third-party grid systems
-Now that we understand the math behind our grid calculations, we are in a good place to look at some of the third party grid systems in common use. If you search for "CSS grid framework" on the Web, you will find a huge list of options to choose from. Popular frameworks such as [Bootstrap](https://getbootstrap.com/) and [Foundation](https://get.foundation/) include a grid system. There are also standalone grid systems, either developed using CSS or using preprocessors.
+Now that we understand the math behind our grid calculations, we are in a good place to look at some of the third-party grid systems in common use. If you search for "CSS grid framework" on the Web, you will find a huge list of options to choose from. Popular frameworks such as [Bootstrap](https://getbootstrap.com/) and [Foundation](https://get.foundation/) include a grid system. There are also standalone grid systems, either developed using CSS or using preprocessors.
Let's take a look at one of these standalone systems as it demonstrates common techniques for working with a grid framework. The grid we will be using is part of Skeleton, a simple CSS framework.
diff --git a/files/en-us/learn_web_development/core/scripting/what_is_javascript/index.md b/files/en-us/learn_web_development/core/scripting/what_is_javascript/index.md
index 5eafae705f0ae1e..eb8dbd2f085cc1c 100644
--- a/files/en-us/learn_web_development/core/scripting/what_is_javascript/index.md
+++ b/files/en-us/learn_web_development/core/scripting/what_is_javascript/index.md
@@ -135,7 +135,7 @@ They generally fall into two categories.
People are doing some amazing things using these web technologies — see [Chrome Experiments](https://experiments.withgoogle.com/collection/chrome) and [webglsamples](https://webglsamples.org/).
- [Audio and Video APIs](/en-US/docs/Web/Media/Guides/Audio_and_video_delivery) like {{domxref("HTMLMediaElement")}} and [WebRTC](/en-US/docs/Web/API/WebRTC_API) allow you to do really interesting things with multimedia, such as play audio and video right in a web page, or grab video from your web camera and display it on someone else's computer (try our simple [Snapshot demo](https://chrisdavidmills.github.io/snapshot/) to get the idea).
-**Third party APIs** are not built into the browser by default, and you generally have to grab their code and information from somewhere on the Web. For example:
+**Third-party APIs** are not built into the browser by default, and you generally have to grab their code and information from somewhere on the Web. For example:
- The [Bluesky API](https://bsky.network/) allows you to do things like displaying your latest posts on your website.
- The [Google Maps API](https://developers.google.com/maps/) and [OpenStreetMap API](https://wiki.openstreetmap.org/wiki/API) allows you to embed custom maps into your website, and other such functionality.
diff --git a/files/en-us/learn_web_development/extensions/client-side_apis/drawing_graphics/index.md b/files/en-us/learn_web_development/extensions/client-side_apis/drawing_graphics/index.md
index 7d007ff3b4dc32a..9c69c048f426476 100644
--- a/files/en-us/learn_web_development/extensions/client-side_apis/drawing_graphics/index.md
+++ b/files/en-us/learn_web_development/extensions/client-side_apis/drawing_graphics/index.md
@@ -982,9 +982,9 @@ WebGL is based on [OpenGL](/en-US/docs/Glossary/OpenGL) (Open Graphics Library),
### Using a library
-Because of its complexity, most people write 3D graphics code using a third party JavaScript library such as [Three.js](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Three.js), [PlayCanvas](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_PlayCanvas), or [Babylon.js](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Babylon.js). Most of these work in a similar way, providing functionality to create primitive and custom shapes, position viewing cameras and lighting, covering surfaces with textures, and more. They handle the WebGL for you, letting you work on a higher level.
+Because of its complexity, most people write 3D graphics code using a third-party JavaScript library such as [Three.js](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Three.js), [PlayCanvas](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_PlayCanvas), or [Babylon.js](/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Babylon.js). Most of these work in a similar way, providing functionality to create primitive and custom shapes, position viewing cameras and lighting, covering surfaces with textures, and more. They handle the WebGL for you, letting you work on a higher level.
-Yes, using one of these means learning another new API (a third party one, in this case), but they are a lot simpler than coding raw WebGL.
+Yes, using one of these means learning another new API (a third-party one, in this case), but they are a lot simpler than coding raw WebGL.
### A spinning cube
diff --git a/files/en-us/learn_web_development/extensions/client-side_apis/index.md b/files/en-us/learn_web_development/extensions/client-side_apis/index.md
index e446b5a75b6b563..5e83ffe84e4a2df 100644
--- a/files/en-us/learn_web_development/extensions/client-side_apis/index.md
+++ b/files/en-us/learn_web_development/extensions/client-side_apis/index.md
@@ -28,7 +28,7 @@ It would also be helpful to have some familiarity with [HTML](/en-US/docs/Learn_
- : The browser contains some very powerful graphics programming tools, from the Scalable Vector Graphics ([SVG](/en-US/docs/Web/SVG)) language, to APIs for drawing on HTML {{htmlelement("canvas")}} elements, (see [The Canvas API](/en-US/docs/Web/API/Canvas_API) and [WebGL](/en-US/docs/Web/API/WebGL_API)). This article provides an introduction to the Canvas API, and further resources to allow you to learn more.
- [Client-side storage](/en-US/docs/Learn_web_development/Extensions/Client-side_APIs/Client-side_storage)
- : Modern web browsers feature a number of different technologies that allow you to store data related to websites and retrieve it when necessary allowing you to persist data long term, save sites offline, and more. This article explains the very basics of how these work.
-- [Third party APIs](/en-US/docs/Learn_web_development/Extensions/Client-side_APIs/Third_party_APIs)
+- [Third-party APIs](/en-US/docs/Learn_web_development/Extensions/Client-side_APIs/Third_party_APIs)
- : The APIs we've covered so far are built into the browser, but not all APIs are. Many large websites and services such as Google Maps, Facebook, PayPal, etc. provide APIs allowing developers to make use of their data or services (e.g., displaying custom Google Maps on your site, or using Facebook login to log in your users). This article looks at the difference between browser APIs and 3rd party APIs and shows some typical uses of the latter.
{{NextMenu("Learn_web_development/Extensions/Client-side_APIs/Introduction", "Learn_web_development/Extensions")}}
diff --git a/files/en-us/learn_web_development/extensions/client-side_apis/introduction/index.md b/files/en-us/learn_web_development/extensions/client-side_apis/introduction/index.md
index 8662d98c4122e43..22ff98a8d474408 100644
--- a/files/en-us/learn_web_development/extensions/client-side_apis/introduction/index.md
+++ b/files/en-us/learn_web_development/extensions/client-side_apis/introduction/index.md
@@ -52,7 +52,7 @@ Client-side JavaScript, in particular, has many APIs available to it — these a
- **Browser APIs** are built into your web browser and are able to expose data from the browser and surrounding computer environment and do useful complex things with it. For example, the [Web Audio API](/en-US/docs/Web/API/Web_Audio_API) provides JavaScript constructs for manipulating audio in the browser — taking an audio track, altering its volume, applying effects to it, etc. In the background, the browser is actually using some complex lower-level code (e.g., C++ or Rust) to do the actual audio processing. But again, this complexity is abstracted away from you by the API.
- **Third-party APIs** are not built into the browser by default, and you generally have to retrieve their code and information from somewhere on the Web. For example, the [Google Maps API](https://developers.google.com/maps/documentation/javascript) allows you to do things like display an interactive map to your office on your website. It provides a special set of constructs you can use to query the Google Maps service and return specific information.
-
+
### Relationship between JavaScript, APIs, and other JavaScript tools
diff --git a/files/en-us/learn_web_development/extensions/client-side_apis/third_party_apis/index.md b/files/en-us/learn_web_development/extensions/client-side_apis/third_party_apis/index.md
index 4b09453bf39062c..e28f5928c033515 100644
--- a/files/en-us/learn_web_development/extensions/client-side_apis/third_party_apis/index.md
+++ b/files/en-us/learn_web_development/extensions/client-side_apis/third_party_apis/index.md
@@ -31,9 +31,9 @@ The APIs we've covered so far are built into the browser, but not all APIs are.
-## What are third party APIs?
+## What are third-party APIs?
-Third party APIs are APIs provided by third parties — generally companies such as Facebook, Twitter, or Google — to allow you to access their functionality via JavaScript and use it on your site. One of the most obvious examples is using mapping APIs to display custom maps on your pages.
+Third-party APIs are APIs provided by third parties — generally companies such as Facebook, Twitter, or Google — to allow you to access their functionality via JavaScript and use it on your site. One of the most obvious examples is using mapping APIs to display custom maps on your pages.
Let's look at a [Simple Mapquest API example](https://github.com/mdn/learning-area/tree/main/javascript/apis/third-party-apis/mapquest), and use it to illustrate how third-party APIs differ from browser APIs.
@@ -50,7 +50,7 @@ const audioSource = audioCtx.createMediaElementSource(audioElement);
// etc.
```
-Third party APIs, on the other hand, are located on third party servers. To access them from JavaScript you first need to connect to the API functionality and make it available on your page. This typically involves first linking to a JavaScript library available on the server via a {{htmlelement("script")}} element, as seen in our Mapquest example:
+Third-party APIs, on the other hand, are located on third-party servers. To access them from JavaScript you first need to connect to the API functionality and make it available on your page. This typically involves first linking to a JavaScript library available on the server via a {{htmlelement("script")}} element, as seen in our Mapquest example:
```html
.
+When you want to use a third-party API, it is essential to find out where the documentation is, so you can find out what features the API has, how you use them, etc. The New York Times API documentation is at .
### Get a developer key
diff --git a/files/en-us/learn_web_development/extensions/performance/html/index.md b/files/en-us/learn_web_development/extensions/performance/html/index.md
index 0ea7c0c0d086722..61c0936dedee0de 100644
--- a/files/en-us/learn_web_development/extensions/performance/html/index.md
+++ b/files/en-us/learn_web_development/extensions/performance/html/index.md
@@ -44,7 +44,7 @@ To do this, you need to [measure the performance](/en-US/docs/Learn_web_developm
HTML is simple in terms of performance — it is mostly text, which is small in size, and therefore, mostly quick to download and render. The key issues that can impact the performance of a web page include:
-- Size of the image and video files: It is important to consider how to handle the content of replaced elements such as {{htmlelement("img")}} and {{htmlelement("video")}}. Image and video files are large and can add significantly to the weight of the page. Therefore, it is important to minimize the amount of bytes that get downloaded on a user's device (for example, serve smaller images for mobile). You also need to consider improving the perceived performance by loading images and videos on a page only when they are needed.
+- Size of the image and video files: It is important to consider how to handle the content of replaced elements such as {{htmlelement("img")}} and {{htmlelement("video")}}. Image and video files are large and can add significantly to the weight of the page. Therefore, it is important to minimize the number of bytes that get downloaded on a user's device (for example, serve smaller images for mobile). You also need to consider improving the perceived performance by loading images and videos on a page only when they are needed.
- Delivery of embedded content: This is usually the content embedded in {{htmlelement("iframe")}} elements. Loading content into `