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Ensure the internal links point to zh-TW (Part 1) #8331

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2 changes: 1 addition & 1 deletion files/zh-tw/conflicting/web/accessibility/aria/index.md
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Expand Up @@ -116,7 +116,7 @@ var validate = function () {

## 提供有幫助的錯誤訊息

繼續閱讀了解如何使用 [ARIA alerts to enhance forms](/en-US/docs/aria/forms/alerts).
繼續閱讀了解如何使用 [ARIA alerts to enhance forms](/zh-TW/docs/aria/forms/alerts).

> **備註:** TBD: we should either combine into one article or separate into techniques, or both. Also, is ARIA markup appropriate for error messages in a page loaded after server side validation?

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14 changes: 7 additions & 7 deletions files/zh-tw/games/techniques/index.md
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Expand Up @@ -6,17 +6,17 @@ slug: Games/Techniques

This page lists essential core techniques for anyone wanting to develop games using open web technologies.

- [Using async scripts for asm.js](/en-US/docs/Games/Techniques/Async_scripts)
- [Using async scripts for asm.js](/zh-TW/docs/Games/Techniques/Async_scripts)
- : Especially when creating medium to large-sized games, async scripts are an essential technique to take advantage of, so that your game's JavaScript can be compiled off the main thread and be cached for future game running, resulting in a significant performance improvement for your users. This article explains how.
- [Optimizing startup performance](/en-US/docs/Apps/Developing/Optimizing_startup_performance)
- [Optimizing startup performance](/zh-TW/docs/Apps/Developing/Optimizing_startup_performance)
- : How to make sure your game starts up quickly, smoothly, and without appearing to lock up the user's browser or device.
- [Using WebRTC peer-to-peer data channels](/en-US/docs/Games/WebRTC_data_channels)
- [Using WebRTC peer-to-peer data channels](/zh-TW/docs/Games/WebRTC_data_channels)
- : In addition to providing support for audio and video communication, WebRTC lets you set up peer-to-peer data channels to exchange text or binary data actively between your players. This article explains what this can do for you, and shows how to use libraries that make this easy.
- [Efficient animation for web games](/en-US/docs/Games/Techniques/Efficient_animation_for_web_games)
- [Efficient animation for web games](/zh-TW/docs/Games/Techniques/Efficient_animation_for_web_games)
- : This article covers techniques and advice for creating efficient animation for web games, with a slant towards supporting lower end devices such as mobile phones. We touch on CSS transitions and CSS animations, and JavaScript loops involving {{ domxref("window.requestAnimationFrame") }}.
- [Audio for Web Games](/en-US/docs/Games/Techniques/Audio_for_Web_Games)
- [Audio for Web Games](/zh-TW/docs/Games/Techniques/Audio_for_Web_Games)
- : Audio is an important part of any game — it adds feedback and atmosphere. Web-based audio is maturing fast, but there are still many browser differences to negotiate. This article provides a detailed guide to implementing audio for web games, looking at what works currently across as wide a range of platforms as possible.
- [2D collision detection](/en-US/docs/Games/Techniques/2D_collision_detection)
- [2D collision detection](/zh-TW/docs/Games/Techniques/2D_collision_detection)
- : A concise introduction to collision detection in 2D games.
- [Tilemaps](/en-US/docs/Games/Techniques/Tilemaps)
- [Tilemaps](/zh-TW/docs/Games/Techniques/Tilemaps)
- : Tiles are a very popular technique in 2D games for building the game world. These articles provide an introduction to tilemaps and how to implement them with the Canvas API.
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Expand Up @@ -8,7 +8,7 @@ slug: Games/Tutorials/2D_Breakout_game_pure_JavaScript/Bounce_off_the_walls

這是 [Gamedev Canvas tutorial](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch)中的第三步 你可以在以下的連結中查看原始碼[Gamedev-Canvas-workshop/lesson3.html](https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson03.html).

很好我們現在可以讓球移動了, 但目前他會在移動到邊緣後消失, 這使我們少了點樂趣! 為了解決這個問題我們稍後會加入一些碰撞處理 ( [later](/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Collision_detection) ) 使球可以再碰到邊緣時反彈.
很好我們現在可以讓球移動了, 但目前他會在移動到邊緣後消失, 這使我們少了點樂趣! 為了解決這個問題我們稍後會加入一些碰撞處理 ( [later](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch/Collision_detection) ) 使球可以再碰到邊緣時反彈.

## 簡單的碰撞偵測

Expand Down Expand Up @@ -102,6 +102,6 @@ if(y + dy > canvas.height-ballRadius || y + dy < ballRadius) {

## 下一步

我們現在已經進入了舞台,我們的球是移動和停留在遊戲板上。 在第四章中,我們將討論實現一個可控制的球拍 - 參見 [Paddle and keyboard controls](/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Paddle_and_keyboard_controls).
我們現在已經進入了舞台,我們的球是移動和停留在遊戲板上。 在第四章中,我們將討論實現一個可控制的球拍 - 參見 [Paddle and keyboard controls](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch/Paddle_and_keyboard_controls).

{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Paddle_and_keyboard_controls")}}
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Expand Up @@ -7,7 +7,7 @@ slug: >-

{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball")}}

這是[Gamedev Canvas tutorial](/en-US/docs/Games/Workflows/Breakout_game_from_scratch)十個步驟的第一步。你可以這份教學的原始碼,當你完成這份教學你的程式碼應該跟[Gamedev-Canvas-workshop/lesson1.html](https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson01.html)差不多。
這是[Gamedev Canvas tutorial](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch)十個步驟的第一步。你可以這份教學的原始碼,當你完成這份教學你的程式碼應該跟[Gamedev-Canvas-workshop/lesson1.html](https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson01.html)差不多。

在開始撰寫遊戲功能之前,我們先建構在遊戲中負責渲染的基礎結構。渲染可透過 HTML 的{{htmlelement("canvas")}} 元件完成。

Expand Down Expand Up @@ -104,6 +104,6 @@ ctx.closePath();

## 下一步

現在我們已經設定基本的 HTML 並且學了一些 canvas 知識 ,讓我們接著下去第二章實做[如何在遊戲中移動球](/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball)[。](/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball)
現在我們已經設定基本的 HTML 並且學了一些 canvas 知識 ,讓我們接著下去第二章實做[如何在遊戲中移動球](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball)[。](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball)

{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball")}}
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Expand Up @@ -10,7 +10,7 @@ slug: Games/Tutorials/2D_Breakout_game_pure_JavaScript

每個步驟均提供可測試修改的實際範例,讓你能看到各個步驟所產生的影響。你將了解該如何使用 {{htmlelement("canvas")}} 元件完成基礎的遊戲機制,例如繪製 (Render)、移動圖形、碰撞偵測、操控機制、輸贏狀態等。

若要能充分了解此一系列文章,你應具備基礎至中等的 [JavaScript](/en-US/Learn/Getting_started_with_the_web/JavaScript_basics) 知識。結束此教學之後即可寫出自己的簡易網頁遊戲。
若要能充分了解此一系列文章,你應具備基礎至中等的 [JavaScript](/zh-TW/Learn/Getting_started_with_the_web/JavaScript_basics) 知識。結束此教學之後即可寫出自己的簡易網頁遊戲。

![Gameplay screen from the game MDN Breakout where you can use your paddle to bounce the ball and destroy the brick field, with keeping the score and lives.](mdn-breakout-gameplay.png)

Expand All @@ -19,20 +19,20 @@ slug: Games/Tutorials/2D_Breakout_game_pure_JavaScript
所有課程和其他不同版本的 [MDN 打磚塊遊戲](http://breakout.enclavegames.com/lesson10.html),均可至 [GitHub 找到:](https://github.com/end3r/Canvas-gamedev-workshop)

1. [建立 Canvas 並繪製](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Create_the_Canvas_and_draw_on_it)
2. [讓球移動](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball)
3. [讓球反彈](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Bounce_off_the_walls)
4. [搖桿和鍵盤控制](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Paddle_and_keyboard_controls)
5. [判斷遊戲結束](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Game_over)
6. [建立磚塊場地](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Build_the_brick_field)
7. [碰撞偵測](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Collision_detection)
8. [更新分數並判斷輸贏](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Track_the_score_and_win)
9. [滑鼠控制](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Mouse_controls)
10. [結束](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Finishing_up)
2. [讓球移動](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball)
3. [讓球反彈](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Bounce_off_the_walls)
4. [搖桿和鍵盤控制](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Paddle_and_keyboard_controls)
5. [判斷遊戲結束](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Game_over)
6. [建立磚塊場地](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Build_the_brick_field)
7. [碰撞偵測](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Collision_detection)
8. [更新分數並判斷輸贏](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Track_the_score_and_win)
9. [滑鼠控制](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Mouse_controls)
10. [結束](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript/Finishing_up)

若一開始就單純使用 JavaScript,將能學到紮實的網頁遊戲開發知識。往後則可自由選擇你自己愛用的框架 (Framework) 來完成專案。
框架同樣是由 JavaScript 寫成的工具。因此在用框架開發之前,能先了解程式語言本身將有助於了解框架內部所發生的事。框架可加快開發速度並代勞遊戲中某些無聊的部份,但若遊戲運作得不如預期,你都可試著除錯或撰寫純 JavaScript 的解決方案。

> **備註:** 如果你對 2D 網頁遊戲開發的遊戲函式庫有興趣,可參考此〈[使用剖析器 (Phaser) 的打磚塊遊戲](/en-US/docs/Games/Workflows/2D_breakout_game_Phaser)〉系列相關文章 。
> **備註:** 如果你對 2D 網頁遊戲開發的遊戲函式庫有興趣,可參考此〈[使用剖析器 (Phaser) 的打磚塊遊戲](/zh-TW/docs/Games/Workflows/2D_breakout_game_Phaser)〉系列相關文章 。

> **備註:** 此系列文章也能當做行動遊戲開發工作坊的教材。如果你想講解一般的遊戲開發,則可利用此教學為基礎的〈[Gamedev Canvas Content Kit](https://github.com/end3r/Gamedev-Canvas-Content-Kit)〉。

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Expand Up @@ -6,7 +6,7 @@ slug: Games/Tutorials/2D_Breakout_game_pure_JavaScript/Move_the_ball

{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript/Create_the_Canvas_and_draw_on_it", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Bounce_off_the_walls")}}

這一篇是[Gamedev Canvas tutorial](/en-US/docs/Games/Workflows/Breakout_game_from_scratch)十個步驟中的第二步。當完成此步驟你的程式碼應該會與[Gamedev-Canvas-workshop/lesson2.html](https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson02.html)差不多
這一篇是[Gamedev Canvas tutorial](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch)十個步驟中的第二步。當完成此步驟你的程式碼應該會與[Gamedev-Canvas-workshop/lesson2.html](https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson02.html)差不多

完成上一個步驟,你已經知道如何畫出一顆球,現在讓他動起來吧。藉由繪製球在螢幕上然後再清除,然後在每個影格中繪製球在偏移一點點的位置上(如果在同一個位置上就等於沒動),造成物體移動的感覺,就如同電影中物體移動的方式。

Expand Down Expand Up @@ -137,6 +137,6 @@ Exercise: 練習改變球的移動速度或行進方向。

## 下一步

我們繪製了球並且讓他可以移動,但他仍會消失在 canvas 的邊緣。在第三章我們將會實作 [讓球碰到牆壁後反彈](/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Bounce_off_the_walls).
我們繪製了球並且讓他可以移動,但他仍會消失在 canvas 的邊緣。在第三章我們將會實作 [讓球碰到牆壁後反彈](/zh-TW/docs/Games/Workflows/Breakout_game_from_scratch/Bounce_off_the_walls).

{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript/Create_the_Canvas_and_draw_on_it", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Bounce_off_the_walls")}}
8 changes: 4 additions & 4 deletions files/zh-tw/games/tutorials/index.md
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Expand Up @@ -6,9 +6,9 @@ slug: Games/Tutorials

This page contains articles that highlight different workflows for effectively creating different types of web games, whether you want to create a 2D or 3D game from scratch, or port a C++ or Flash game over to open web technologies.

- [2D breakout game using pure JavaScript](/en-US/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript)
- [2D breakout game using pure JavaScript](/zh-TW/docs/Games/Workflows/2D_Breakout_game_pure_JavaScript)
- : In this step-by-step tutorial you'll implement a simple breakout clone using pure JavaScript. Along the way you will learn the basics of using the {{htmlelement("canvas")}} element to implement fundamental game mechanics like rendering and moving images, collision detection, control machanisms, and winning and losing states.
- [2D breakout game using Phaser](/en-US/docs/Games/Workflows/2D_breakout_game_Phaser)
- [2D breakout game using Phaser](/zh-TW/docs/Games/Workflows/2D_breakout_game_Phaser)
- : In this step-by-step tutorial you'll implement the same breakout clone as the previous tutorial series, except that this time you'll do it using the[Phaser](http://phaser.io/) HTML5 game framework. This idea here is to teach some of the fundamentals (and advantages) of working with frameworks, along with fundamental game mechanics.
- [2D maze game with device orientation](/en-US/docs/Games/Workflows/HTML5_Gamedev_Phaser_Device_Orientation)
- : This tutorial shows how to create a 2D maze game using HTML5, incorporating fundamentals such as collision detection and sprite placement on a {{htmlelement("canvas")}}. This is a mobile game that uses the [Device Orientation](/en-US/Apps/Build/gather_and_modify_data/responding_to_device_orientation_changes) and [Vibration](/en-US/docs/Web/Guide/API/Vibration) **APIs** to enhance the gameplay and is built using the [Phaser](http://phaser.io/) framework.
- [2D maze game with device orientation](/zh-TW/docs/Games/Workflows/HTML5_Gamedev_Phaser_Device_Orientation)
- : This tutorial shows how to create a 2D maze game using HTML5, incorporating fundamentals such as collision detection and sprite placement on a {{htmlelement("canvas")}}. This is a mobile game that uses the [Device Orientation](/zh-TW/Apps/Build/gather_and_modify_data/responding_to_device_orientation_changes) and [Vibration](/zh-TW/docs/Web/Guide/API/Vibration) **APIs** to enhance the gameplay and is built using the [Phaser](http://phaser.io/) framework.
4 changes: 2 additions & 2 deletions files/zh-tw/glossary/accessibility/index.md
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Expand Up @@ -8,7 +8,7 @@ slug: Glossary/Accessibility

### 基本知識

- [資源在 MDN](/en-US/docs/Web/Accessibility)
- [資源在 MDN](/zh-TW/docs/Web/Accessibility)
- 維基百科上的[Web accessibility](https://zh.wikipedia.org/wiki/Web_accessibility)

### 學習網頁無障礙化
Expand All @@ -17,6 +17,6 @@ slug: Glossary/Accessibility

### 技術參考

- [The ARIA documentation on MDN](/en-US/docs/Web/Accessibility/ARIA)
- [The ARIA documentation on MDN](/zh-TW/docs/Web/Accessibility/ARIA)
- [The Web Accessibility Initiative homepage](http://www.w3.org/WAI/)
- [The WAI-ARIA recommendation](http://www.w3.org/TR/wai-aria/)
8 changes: 4 additions & 4 deletions files/zh-tw/glossary/api/index.md
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Expand Up @@ -8,10 +8,10 @@ slug: Glossary/API

例如:

- [getUserMedia](/en-US/docs/Web/API/MediaDevices/getUserMedia) API 可用於從用戶的攝像頭抓取音頻和視頻,甚至給提供開發者其他的用途,如:錄製視頻和音頻,與其他用戶一起開視訊會議,或是從視頻中捕捉靜態圖像。
- [Geolocation API](/en-US/docs/Web/API/Geolocation) 可從用戶的設備中通過任意服務獲取定位信息 (如:GPS), 然後可以使用 [Google Maps APIs](https://developers.google.com/maps/) 關連。如:在用戶地圖上繪製用戶的定位並向他們展示附近的旅游景點。
- [getUserMedia](/zh-TW/docs/Web/API/MediaDevices/getUserMedia) API 可用於從用戶的攝像頭抓取音頻和視頻,甚至給提供開發者其他的用途,如:錄製視頻和音頻,與其他用戶一起開視訊會議,或是從視頻中捕捉靜態圖像。
- [Geolocation API](/zh-TW/docs/Web/API/Geolocation) 可從用戶的設備中通過任意服務獲取定位信息 (如:GPS), 然後可以使用 [Google Maps APIs](https://developers.google.com/maps/) 關連。如:在用戶地圖上繪製用戶的定位並向他們展示附近的旅游景點。
- [Twitter APIs](https://dev.twitter.com/overview/api) 可從用戶的賬戶上拿取數據,如:在網頁上展示他們最新的 tweets。
- [Web Animations API](/en-US/docs/Web/API/Web_Animations_API) 可用於製作網頁的動畫部分,如:讓圖片動起來或旋轉。
- [Web Animations API](/zh-TW/docs/Web/API/Web_Animations_API) 可用於製作網頁的動畫部分,如:讓圖片動起來或旋轉。

## 了解更多

Expand All @@ -21,4 +21,4 @@ slug: Glossary/API

### 技術參考

- [Web API reference](/en-US/docs/Web/API)
- [Web API reference](/zh-TW/docs/Web/API)
2 changes: 1 addition & 1 deletion files/zh-tw/glossary/block/css/index.md
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Expand Up @@ -10,4 +10,4 @@ slug: Glossary/Block/CSS

### 基礎知識

- [視覺格式模型](/en-US/docs/Web/Guide/CSS/Visual_formatting_model)
- [視覺格式模型](/zh-TW/docs/Web/Guide/CSS/Visual_formatting_model)
2 changes: 1 addition & 1 deletion files/zh-tw/glossary/boolean/index.md
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Expand Up @@ -36,4 +36,4 @@ for(var i=0; i<4; i++) {
### 技術參考

- The JavaScript global object: {{jsxref("Boolean")}}
- [JavaScript data types and data structures](/en-US/docs/Web/JavaScript/Data_structures)
- [JavaScript data types and data structures](/zh-TW/docs/Web/JavaScript/Data_structures)
4 changes: 2 additions & 2 deletions files/zh-tw/glossary/canvas/index.md
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Expand Up @@ -12,11 +12,11 @@ slug: Glossary/Canvas

### 學習資源

- [The Canvas tutorial on MDN](/en-US/docs/Web/Guide/HTML/Canvas_tutorial)
- [The Canvas tutorial on MDN](/zh-TW/docs/Web/Guide/HTML/Canvas_tutorial)

### 技術參考

- The HTML {{HTMLElement("canvas")}} element on MDN
- [The Canvas general documentation on MDN](/en-US/docs/HTML/Canvas)
- [The Canvas general documentation on MDN](/zh-TW/docs/HTML/Canvas)
- {{domxref("CanvasRenderingContext2D")}}: The canvas 2D drawing API
- [The Canvas 2D API specification](https://www.w3.org/TR/2dcontext/)
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### 基礎知識

- [基於類 vs. 基於原型的編程語言](/en-US/docs/Web/JavaScript/Guide/Details_of_the_Object_Model#Class-based_vs._prototype-based_languages) (像 JavaScript)
- [在 JavaScript 中使用 functions 當作類](/en-US/docs/Web/JavaScript/Introduction_to_Object-Oriented_JavaScript#The_Class)
- [基於類 vs. 基於原型的編程語言](/zh-TW/docs/Web/JavaScript/Guide/Details_of_the_Object_Model#Class-based_vs._prototype-based_languages) (像 JavaScript)
- [在 JavaScript 中使用 functions 當作類](/zh-TW/docs/Web/JavaScript/Introduction_to_Object-Oriented_JavaScript#The_Class)
- 維基百科上的[基於類的編程](https://en.wikipedia.org/wiki/Class-based_programming)
- 維基百科上的[面向對象編程](https://en.wikipedia.org/wiki/Object-oriented_programming)
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### 技術參考

- MDN 上的[閉包](/en-US/docs/Web/JavaScript/Closures)
- MDN 上的[閉包](/zh-TW/docs/Web/JavaScript/Closures)
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