In our last tutorial, you learned how to create line charts in Plotly.js. Every aspect of line charts, like the data to be plotted and the shape or color of the line connecting the plotted points, can be controlled using a set of attributes. Plotly.js allows you to create bar charts in a similar manner.
In the Getting Started With Plotly.js tutorial of this series, you were presented with a quick start guide that briefly covered all the features, bundles and chart types available in the library. If you have not already read that tutorial, I would suggest that you go over it at least once to get a broad idea of the Plotly.js library.
In the series titled Getting Started With Chart.js, you learned how to use Chart.js to easily create responsive canvas-based charts. The series covered seven basic chart types offered by the library. However, you may be required to create more complex charts with additional functionality to make those charts interactive.
GraphQL is a new and exciting API for ad hoc queries and manipulation. It is extremely flexible and provides many benefits. It is particularly suitable for exposing data organized as graphs and trees. Facebook developed GraphQL in 2012 and open-sourced it in 2015.
After completing the first three tutorials of the series, you should now be very comfortable with a lot of Anime.js features. The first tutorial showed you how to select target elements. In the second tutorial, you learned about different types of parameters that can be used to have fine control over the delay and duration of animations of different elements.
In the previous tutorial of the Anime.js series, you learned about different kinds of parameters that control how different target elements should be animated. You also learned how to use function parameters to gradually change the delay or duration of the elements.
In the first tutorial of the Anime.js series, you learned about different ways of specifying the target elements that you want to animate and the kinds of CSS properties and DOM attributes that can be animated. The animations in the previous tutorial were very basic. All the target elements were just moving a certain distance or changing the border radius at a fixed speed.
In the third tutorial of the series, you learned about different methods and properties of the Body module in Matter.js. The Body module enables you to manipulate simple bodies like circles, rectangles, and trapeziums. Matter.js also has other modules to help you create and manipulate some complex but common composite bodies like cars, chains, pyramids, stacks, and soft bodies.
In the previous tutorial of the series, you learned about the World and Engine modules in Matter.js. The methods available in these two modules are meant to control the behavior of multiple bodies or the whole world at once. However, at some point it will become necessary to have control over the properties of individual bodies in your world.