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Imaanvas!

Today marks the release of a larger project that I have been doing, called Imaanvas. It has been in the works for months and is meant to be a web based version of a program called MSW Logo, which is now called FMS Logo. It has a few tweaks, though, to make it slightly easier to use. It was orignally written for a year 5 class in a primary school.

It also does not come with all the commands present in Logo, so if you find that a command is missing please comment below and I will try to add it for you as soon as I have some spare time. (You can also write the command yourself, and I can add it that way, but will probaby need the original source code for that - gulp is used to compact the code - send me an email if you want the code)

Immanvas is a horribly complex piece of code - so if you encounter any bugs (which is likely), please either leave a comment below, or send me an email. Remember to be descriptive about the bug that you have found, otherwise I won't be able to track it down and fix it! Also remember that Imaanavs is meant for modern browsers, so if Imaanvas doesn't work in your browser, try upgrading it to it's latest version.

This post is late since essential maintenance work had to be carried out to try and reduce the amount of spam that is being posted.

Tutorial: Javascript Promises: There and Back Again in Half the Time

If you are familiar with javascript, the chances are that you have found this post. I found it to be a great introduction to promises in javascript, but I also found the post to be rather long and not good as a reference. This post, however is an attempt to condense the information found in the tutorial from html5rocks (Update! HTML5 Rocks has been turned into the Google Developers Web Fundamentals) into a nice neat package that is not only useful as a tutorial, but also useful as a reference.

The Problem and the Solution

When performing asynchronous tasks in javascript, you usually have to use callbacks and event listeners. This can quickly get unwieldy and difficult to understand. Promises were invented to rectify this problem. They allow you to chain function calls asynchronously - which generally cleans up your code and makes it easier to read:

function get(url)
{
    return new Promise(function(resolve, reject) { //important!
        var ajax = new XMLHttpRequest();
        ajax.onload = function() {
            if(ajax.status >= 200 && ajax.status < 300)
                resolve(ajax.response); //return the response
            else
                reject(ajax.response);
        }
    });
}

The important bit is the returning of a promise instead of actually performing the action requested. When creating a promise, a function is taken as the only argument. This function is then called with 2 arguments: a function that should be called upon success (usually called resolve()), and a function that should be called upon failure (usually called reject()).

Any number of asynchronous actions can be performed before either resolve() or reject() are called, but I would adivse that you put one async call in each promisified function.

The resolve() and reject() functions take a single argument: the value that should be passed onto the next function in the chain.

and then....

Once a promise has been returned, an API is exposed that allows you to chain functions together in a long string through the function then():

//                         then() adds a function to the chain
//                                        |--------v
get("https://starbeamrainbowlabs.com/humans.txt").then(function(response) {
    //we got a response :D
    console.info("Got response", response);
}, function(error) {
    //something went wrong :(
    console.error("Something went wrong:", error);
});

then() takes a pair of functions as it's arguments. The first function is called upon success (and passed the value that was passed to resolve()), and the second (optional) function is called upon failure (and passed the value that was passed to reject()).

Repetition

The best part of javascript promises is the ability to chain then() as many times as you like:

get("https://example.com/urls.txt").then(function(text) {
    return text.split("\n");
}).then(function(lines) {
    lines.forEach(function(url) {
        get(url).then(function(response) {
            console.log("got", url, "with text", response);
        });
    });
});

Infinite chaining

The problem with the above is that lots of ajax calls a being made at once. If you used this in your next big web app, it could bring your server down having all the requests being sent out at once.

There is, however, a solution to this too. We can process each value in an array one at a time using Array.reduce():

get("https://example.com/urls.txt").then(function(text) {
    return text.split("\n");
}).then(function(lines) {
    lines.reduce(function(sequence, url) {
        return squence.then(function() {
            return get(url);
        }).then(function(response) {
            console.info("got", response);
        });
    }, function() { return new Promise(function(resolve) { resolve(); }); });
});

In this way, a new promise is created that resolves straight away (you can also use the Promise.resolve function is a shortcut here, but some implementations - especially Node.JS based ones - don't support this), and a promise for each url are then tacked onto the end of it. These are then called in a row - once th eprevious ajax request has completed, the next one will be sent. This can also be helpful when you are fetching content from a list of urls and you want them to be kept in order.

Conclusion

Promises are cool - they let you simplify complex asynchronous code. You can chain them with then() as many times as you like - and you can use Array.reduce() to chain calls that iterate over each value in an array.

So there you have it! A short tutorial on javascript promises. If you do not understand anything in this tutorial, please leave a comment below and I will try to answer your question.

Found a mistake? Leave a comment below.

Behind the Parallax Stars

Unfortunately I have been busy, so I have been unable to write this post up until now. Anyway, welcome to the second technical post on this blog. This time, we will be looking behind the Parallax Stars.

The FPS and rendering time graphs are drawn by a slightly modified version of stats.js, by mrdoob. It's original github repository can be found here, and the slightly modified version can be found here. The modifications I made allow both the FPS graph and the rendering time graphs to be displayed at once.

The interesting code that makes the stars work is found in stars.js. The function is a constructor that returns an containing everything needed to make the stars appear and animate.

this.build = function() {
    this.data = [];

    for (var i = 0; i < this.number; i++)
    {
        this.data[i] = new star();
    }

    if(this.depthsort == true)
    {
        this.data.sort(depthsort);
    }
};
function star()
{
    this.z = Math.random()*(0.7) + 0.3;

    this.x  = rand(canvas.width);
    this.y  = rand(canvas.height);
    this.radius = Math.floor(this.z * 7);

    var r, g;
    r = rand(200, 255);
    g = rand(200, g - 20);

    this.colour = "rgb(" + r + ", " + g + ", " + 0 + ");"

    this.speed = this.z * 3;
}

The build() function contains some setup code that populates an array with stars, which are constructed by a different function, star(). Each star is assigned an x, y, and z co-ordinate. The x and y co-ordinates determine it's position on the screen. and the z co-ordinate determines it's size and speed. The stars are also given a colour too. The function rand() is a small utility function I sometimes use for generating random numbers:

// EXAMPLES:
// rand(256) returns a whole number between or equal to 0 and 255
// rand(100,201) returns a whole number between or equal to 100 and 200
// rand() returns a decimal between or equal to 0 and less than 1
function rand()
{
    // takes 0-2 arguments (numbers)
    var args = arguments, num;
    if (args[0] && !args[1]) { 
        num = Math.floor(Math.random()*(args[0]));
    } else if (args[0] && args[1]) {
        num = Math.floor(Math.random()*(args[1]-args[0])) + args[0];
    } else {
        num = Math.random();
    }
    return num;
}

The array that hold all the stars is also depth sorted before we start and on each frame to keep the stars in order since stars are leaving the screen and new one coming onto the screen on every frame. The standard array .sort() function is used, along with a custom sort function:

function depthsort(a,b) {
    if(a.z < b.z)
        return -1;
    if(a.z > b.z)
        return 1;
    else
        return 0;
}

The updates that happen every frame are split into two different functions. step() deals with incrementing co-ordinates and keeping the depth sorting up to date, and render() takes the current state and renders it on the canvas.

this.step = function() {
    for (var i = 0; i < this.data.length - 1; i ++)
    {
        this.data[i].x += this.data[i].speed;

        if(this.data[i].x > canvas.width + this.data[i].radius + 1)
        {
            this.data[i].x = new star();
            this.data[i].x = -this.data[i].radius - 1;

            if(this.depthsort == true)
            {
                this.data.sort(depthsort);
            }
        }
    }
}

The this.data array holds all of the stars. For each star, it's x value is incremented by it's speed. If this moves the star off the screen, we replace it with a new star that starts off at the left hand side. The stars are then depth sorted again to keep all the further away stars behind the stars that are (supposed to be) closer to the front.

this.render = function() {
    context.clearRect(0, 0, canvas.width, canvas.height);

    for (var i = 0; i < this.data.length - 1; i ++)
    {
        context.globalAlpha = 1;
        context.globalCompositeOperation = "destination-out";

        context.beginPath();
        context.arc(this.data[i].x, this.data[i].y, this.data[i].radius, 0, Math.PI*2, true);
        context.closePath();
        context.fill();

        context.globalAlpha = this.data[i].z;
        context.globalCompositeOperation = "source-over";

        context.fillStyle = this.data[i].colour;

        context.beginPath();
        context.arc(this.data[i].x, this.data[i].y, this.data[i].radius, 0, Math.PI*2, true);
        context.closePath();
        context.fill();
    }
}

To start off the rendering, the canvas is cleared. After that, For each star, a hole in the canvas is cleared with the destination-out drawing mode. The reason for this is that the z co-ordinate is also used as an alpha value for each star to make it dimmer the further away it is. This gives a slightly more realistic 3d appearance. After clearing a hole, the drawing mode is rest to the default (source-over), and the alpha and fill colours are set up according to the star's current z co-ordinates and colour respectively. Then the star is drawn. Since when this script was written we did not have a canvas drawing function to draw an ellpise, the context.arc(this.data[i].x, this.data[i].y, this.data[i].radius, 0, Math.PI*2, true); code is used to draw circles via context.beginPath() and context.fill().

Finally, One nice neat update() function is provided that calls render() and step() in sequence:

this.update = function() {
    this.render();
    this.step();
}

That concludes this technical post! If you have any questions, please post them below and I will try my best to answer them.

Saving and Restoring <inputs />

I have made a pair of Javascript bookmarklets that allow you to save and load the contents of input boxes and textareas on any webpage.

To use them, simply drag the 2 links below to your bookmarks (bar), and click "Save Inputs" when you wish to save the contents of all the inputs, and click "Restore Inputs" and paste in the code you received from the "Save Inputs" bookmarklet to restore the contents of the input boxes on any given page.

Save Inputs

Restore Inputs

Source Code

The (pretty printed and decoded) source code for the two bookmarklets can be found below:

Save Inputs

(function () {
	var inputs = document.querySelectorAll("input, textarea"),
	savedata = [];
	
	for (var i = 0; i < inputs.length; i++)
	{
		savedata.push(inputs[i].value);
	}
	console.log(savedata);
	prompt("< input /  > and < textarea > savedata :", JSON.stringify(savedata));
})();

Restore Inputs

(function () {
	var savedata = JSON.parse(prompt("Savedata: ", "")),
	inputs = document.querySelectorAll("input, textarea");
	for (var i = 0; i < savedata.length; i++)
	{
		inputs[i].value = savedata[i];
	}
})();

Known Limitations

  • The savedata code that the "Save Inputs" bookmarlet produces is not copied to the clipboard
  • Strange things happen if you try to restore the contents of a set of input boxes from a savedata code from another page
  • The script breaks if the input boxes on a page get changed

If you have a better version of these bookmarklets, please leave a comment below.

Found a spelling mistake? Got suggestion? Leave a comment below. Suggestions for improvement are always appreciated.

Lightsout and Syntax Highlighting

Hello!

I am releasing a javascript bookmarklet that allows you to select an element of any web page and put the rest of the page behind a screen.

To use it, simply drag the link below to your bookmarks bar and then click the bookmark when you want to use it. After it loads, you can then select the element of the page you want to focus, indicated by the blue border. You can also press 'A' to attempt to autoselect a flash object, while avoiding ads.

Lightsout

If you can't get the bookmarklet to load by dragging the link above to your bookmarks, copy and paste the following code into a new bookmark:

javascript: (function () { var lightsoutloading = document.createElement('div');lightsoutloading.id='SBRLlightsoutloadingmessagecontainer'; lightsoutloading.innerHTML = '<div id=\'SBRLlightsoutloadingmessage\' style=\'width:300px;height:auto;position:fixed;top:0;left:0;background:rgba(200, 200, 200, 0.8);border-radius:5px;z-index:2147483647;transition:all 0.5s;margin:10px;padding:10px;border:none;opacity:1.0;text-transform:none;min-height:0;min-width:0;font-faamily:sans-serif;bottom:auto;right:auto;font-size:12px;text-indent:0;line-height:normal;color: black;text-decoration:none;clip:auto;font-style:normal;font-variant:normal;font-weight:normal;max-height:none;max-width:none;direction:ltr;word-spacing:normal;visibility:visible;text-shadow:none;\'>Loading lightsout...</div>'; document.body.appendChild(lightsoutloading); var jsCode = document.createElement('script');jsCode.setAttribute('src', 'https://starbeamrainbowlabs.com/bookmarklets/lightsout/lightsout.js');document.body.appendChild(jsCode);}()););

Since this is a javascript bookmarklet, there are probably websites that this doesn't work with. If you stumble across one of these websites, leave a comment below and I will look into it.

I am also trialing a new syntax highlighter along with this post! It is possible that the site may not work as expected during this trial period.

Edit: Testing complete! This blog now has code syntax highlighting enabled thanks to PrismJS.

How the trianglfier works

This technical post will be all about how the recently released Image Trianglfier works.

The visible <img /> element that shows the original image has a function called drawimage() attached to it's load event such that every time a new image is selected, it updates the first of two invisible <canvas> elements:

The above code takes the newly loaded image, calculates new dimensions for the image if either side of the image exceeds 1000 pixels, and draws it to the imagecache canvas.

When the render button is clicked, a second <canvas> with an id of main is put to work:

After grabbing a few references to the main canvas (the one we want to draw the image on) and the imagecache canvas (the one with the scaled original image on it), we then extract the pixeldata of the imagecache canvas on line #5 of the gist so that we can use it to out colours for each triangle later.

We then enter a for loop and start drawing triangles. A triangle is drawn by picking 3 random points within a box with a diameter set by the trianglesize setting, and setting these to be the 3 vertices. The central point of the box is picked on lines #17 and #18, and the 3 points are picked on lines #20 through #33.

The colour of the triangle is also set at this point by averaging the colour in a box centred on the central point we picked on lines #17 and #18. This boxes size is set by the coloursampleradius setting. The algorithm is passed the pixeldata we extracted earlier, along with the canvas size, the coordinates of the centralpoint, and the box's diameter and calculates the average by simply adding up all the colour components of each pixel in the box and dividing it by the number pixels it added up the components of. This algorithm is not particularly optimised and is one of the main causes for the hanging that occurs during the rendering process. This algorithm can be found here.

After the colour and point coordinate calculations, all that is left to do is draw the triangle itself. This is done on lines #36 to #42.

After all the triangles have been drawn, the rendering is complete. The finished image is then converted into a jpeg image is displayed on the right hand side.

Got a question? Spotted a mistake? Leave a comment below.

Suggestions for improvement are always appreciated

Image Trianglifier

A sample trianglfied image

Along with the new site design, I have released a small project of mine - an image trianglifier. Although it has a weird name (that is even more difficult to spell!), it's function is quite simple: It draws a customisable number of triangles on an image of your choice.

You can find it here.

To use it, simply drag an image onto the page or click "Choose file". When the image has loaded, your image will appear in the left. Click the render button to trianglify your image. The image size is limited to 1000 pixels due to a bug that crashes chrome when you try to render large canvases to a file. If anybody has any idea how to fix this, please leave a comment below.

You can also change the settings at the right hand side in the dat.gui interface. Each setting is explained beifly below:

Property Description
iterations The number of triangles drawn.
trianglesize The size of the bounding box in which each triangle is drawn.
coloursampleradius The size of the area from which an average colour is picked for each triangle. Warning: Setting this to a high value can cause lots of lag!
render Render the image and display the result to the right.

More information about each setting can be found by clicking "Click to toggle description" below the blue box. Still don't have an answer to your question? Leave a comment below.

Suggestions for improvement are always appreciated.

Art by Mythdael