11 July 2012

Wizard

Months ago I set out to create a nodejs based app for one of our office favorite games - Wizard (the ultimate game of trump). I started the project by myself, but after I got it to the point where I thought it could really become something I enlisted the help of a friend to help contribute to really speed up the development. Things went well and we reached the point  somewhere around SXSW 2012 where it became playable and testable, though admittedly it is still in a fairly unstable state. We had privately hosted it on Bitbucket and collaborated through there, but I decided today that we are going to unleash it as a public repo on Github.  So there it is. You can create your own instance of it and test and contribute (pull requests, issues, etc) as much as you like.  If you just want to see it in action, you can view the latest stable build that I have hosted with nodejitsu currently at http://wiz.jit.su.

06 May 2012

Remote Debugging Tools

Recently I have been working on some mobile content for a couple of my personal projects. And since working on the front-end of these projects involves spending some quality time with developer tools, I have also been spending some quality time utilizing a few different remote debugging tools. In the last few years the remote debugging tool category of software has grown rapidly which makes deciding on the best tool, somewhat similar to finding your favorite dev tools setup in your browser of choice. Just as some folks prefer debugging their front-end with Firebug, Opera Dragonfly, or Chrome Developer Tools (WebKit Inspector), there is now a similarly robust selection for remote debugging for mobile devices.

Built by Remy Sharp, JsConsole.com is perhaps the simplest and most accessible tool for remote debugging. Simply include the remote.js file in your html,

<script src="http://jsconsole.com/remote.js?IDENTIFIER"></script>

navigate to jsconsole.com, “:listen”, and you now have access to your remote device. Works splendedly, but doesn’t have all the bells and wistles that come along with the advancing browser dev tools. I use this tool a ton for remote debugging work, especially since it works across browsers on my mobile device. Another tool that I have utilized and is quite popular due to its association with PhoneGap, is Weinre or WebKit Inspector Remote. With this you simply run a server locally that will allow you to debug remotely utilizing a set of the WebKit Inspector toolset (Google Chrome, Safari) - provided you supply a target.js script in your source. Again this is not a full set of the tools which are normally available to a Chrome Dev Tools, Firebug, Dragonfly user, but is quite adequate and useful on multiple target browsers. I rarely utilize Weinre, but many developers find it a critical part of their workflow.

Opera Dragonfly has a great remote debugging experience baked into their tools. One simply tells Opera Desktop to initiate a remote listening session, then Opera Mobile “opera:debug”, and you can inspect your remote page in Dragonfly. Honestly, I have limited experience here, because I rarely utilize Dragonfly, even though the tools are quite robust.

So what is my go to remote debugging tool today? Chrome. I am most comfortable with the Chrome Dev Tools in all my other debugging for a number of reasons including the continuous insertion of handy new features. So once I upgraded my phone to Android 4 (Ice Cream Sandwich) - which is required to utilize Chrome For Android - I have been happily utilizing the full suite of Developer Tools in Chrome to inspect my mobile app on my Android device. Again, the best solution for me because I can utilize the same toolset for desktop or mobile debugging. Its pretty simple to setup, just get your Android device set up for usb debugging in both the Android settings and Chrome settings, then (via the Android SDK) setup a debug bridge that will forward your console to a port of your choosing allowing you to open localhost:9222 which shows all your tabs open on your phone, ready for inspection. Start listening on that port using a script like this in your terminal:

adb forward tcp:9222 localabstract:chrome_devtools_remote

Rather than go through my terminal command history to find the command and possibly change the port, I aliased the command in my .bashrc file so anytime I hook up my phone I can type cremote 9222 in the terminal and inspect away

function cremote() {
    adb forward tcp:$@ localabstract:chrome_devtools_remote
}

From there its on to your browser to find and inspect away to your hearts content. This remote debugging space is growing quickly, the upcoming version of many toolset have this capability built in directly, things like jsBin (v3), jsfiddle, Firefox dev tools, Adobe Shadow, Trigger.io’s remote inspector, and many others I’m sure are all available, or will be available to utilize as a remote debugger. So the developer wins in the end with a host of choices to choose from so they can find that which fits their needs and workflow.

27 January 2012

DeviceOrientation Events

The Mozilla Dev Derby is a pretty cool thing. Developers from around the world can openly add any demo to the site, and if their demo lines up with the prescribed derby for the month, they are automatically entered to win a prize (t-shirt, cool bag, android device). I decided I would enter again for the January 2012 derby based on Orientation. I made two demos.

catch

The first one called “Catch” which you are attempting to catch a randomly generated ball in the shortest amount of time possible. I have personally found it incredibly addicting to get the perfect game, or at least my best attempt at it and I even wrote the source code. What I learned in developing this app was a couple of things. One, there isn’t a ton of documentation on the web about the DeviceOrientationEvent. Two, its pretty straightforward to detect the orientation and utilize it to move an object. Here is the basic of my app:

 /*orientation stuffs*/
var initOrientation = function() {
    var count = 0, gam = 0, bet = 0;
    if (window.DeviceOrientationEvent) {
        window.addEventListener("deviceorientation", function(e) {
            //gamma = left to right
            //beta = front back
            //alpha = compass dir
            count = count + 1;
            gam += e.gamma;
            bet += e.beta;

            if (count === 0 || count % 10 === 0) {
                orientationYo(gam, bet);
                gam = 0;
                bet = 0;
            }
        }, false);
    }
};

//handle orientation
var orientationYo = function(ltr, ftb) {
    coor.x = coor.x + ltr;
    coor.y = coor.y + ftb;
    if (!gameState.victory && gameState.playing) {
        tgt.move(coor);   
    }
};

so that handles the detection of the orientation event, next I simply added the move call to my target (tgt) which looks like this:

var tgt = {
    isDrawing: false,
    collided: false,
    start: function(coordinates) {
        this.drawIt(coordinates);
        this.isDrawing = true;
    },
    drawIt: function (coordinates) {
        ctx.clearRect(0, 0, canvasWidth, canvasHeight);
        ctx.fillStyle = b2_color;
        ctx.beginPath();
        ctx.arc(coordinates.x, coordinates.y, 25, 0, Math.PI * 2, true);
        ctx.fill();
    },
    move: function(coordinates) {
        if (this.isDrawing) {
          this.checkBounds(coordinates);
          this.drawIt(coordinates);
        }
    },
    finish: function(coordinates) {
        this.isDrawing = false;
        ctx.lineTo(coordinates.x, coordinates.y);
        ctx.stroke();
        ctx.closePath();                
    },
    checkBounds: function(coordinates) {
         if (coordinates.y > bound.y2) {
            coordinates.y = bound.y2;
          } else if (coordinates.y < bound.y1) {
            coordinates.y = bound.y1;
          } else if (coordinates.x > bound.x2) {
            coordinates.x = bound.x2;
          } else if (coordinates.x < bound.x1) {
            coordinates.x = bound.x1;
          }
    }
};

collision detection is handled by my randomly placed bouncing ball, which detects when the target ball moves into its path:

checkObjectCollisions: function() {
    var imgData = ctx.getImageData(this.position.x + this.velocity.x1, this.position.y + this.velocity.x2, r, r),
        pix = imgData.data;
    for (i = 0, n = pix.length; i < n; i += 4) {
        if (pix[i] !== 0) {
            this.collided = true;
            if (Math.abs(this.velocity.x1) > Math.abs(this.velocity.x2)){
                this.velocity.x1 = -this.velocity.x1 * drag;
            } else {
                this.velocity.x2 = -this.velocity.x2 * drag;
            }
            break;
        } else {
            this.collided = false;
        }
    }
}

I am pretty happy with the game, its clean and works nicely. You can check it out here

compass

The other is a simple web compass where I utilize the DeviceOrientationEvent to get the cardinal direction your phone or device is facing. There are two cool (in my opinion) things that happened here. One is that to me it seems the device orientation event as defined states that the DeviceOrientationEvent.alpha ranges from 0 to 360 which to me is a 361 degree circle. The second is that I was able to utilize the offline caching capabilities of the modern web to make the compass available to a device event when not connected to the internet. This is done in minimal lines of code. The HTML and JavaScript are as follows:

<!-- This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this file,
You can obtain one at http://mozilla.org/MPL/2.0/.  -->

<!DOCTYPE html>
<html manifest="compass.appcache">
<head>
<meta charset=utf-8 />
<title>Cardinal Direction Compass</title>
<style>
  .pointer {
    height: 0;
    width: 0;
    border-left: 3em solid transparent;
    border-right: 3em solid transparent;
    border-bottom: 12em solid black;
    margin: -10px 0 0 -40px;
    top: 40%;
    left: 50%;
    position: absolute;
  }
  .n {
    top: 20%;
    left:50%;
    position:absolute;
    font:8em Helvetica;
    margin: 0 0 0 -40px;
  }
  </style>
  <script src="js/jquery.js"></script>
</head>
<body>
  <div class="n">N<br><br><br><br>S</div>
  <div class="pointer"></div>
<script>
        $(document).ready(function() {

          var rotate = function (deg) {  
              $(".n").css({ "-moz-transform": "rotate(0deg)"});
              $(".n").css({ "-moz-transform": "rotate(" + deg + "deg)"});

              $(".n").css({ "-o-transform": "rotate(0deg)"});
              $(".n").css({ "-o-transform": "rotate(" + deg + "deg)"});

              $(".n").css({ "-ms-transform": "rotate(0deg)"});
              $(".n").css({ "-ms-transform": "rotate(" + deg + "deg)"});

              $(".n").css({ "-webkit-transform": "rotate(0deg)"});
              $(".n").css({ "-webkit-transform": "rotate(" + deg + "deg)"});

              $(".n").css({ "transform": "rotate(0deg)"});
              $(".n").css({ "transform": "rotate(" + deg + "deg)"});
          };
          if (window.DeviceOrientationEvent) {
            window.addEventListener("deviceorientation", function (e) {
              rotate(360 - e.alpha);
            }, false);
          }

        });
        </script>
  </body>
</html>

The final point I’d like to make is that due to what I thought was minimal documentation, I participated in a Mozilla Doc Sprint last weekend to update the Documentation surrounding the DeviceOrientationEvent. Doing my part in the web development community was both rewarding and a learning experience. I encourage anyone to try it out as well.

07 January 2012

$.widget

I have lately been looking to become more involed with open source projects and for starters I have been looking at jQuery UI and jQuery Mobile. Both are amazing projects and share many of the same characteristics in their code. This is because in both cases, the majority of the functionality is inherited from the jQuery UI widget factory. If I’m going to become involved in this project I should understand how this works, so the following is my breakdown of the code as I understand it.

The widget factory looks like the following:

$.widget = function( name, base, prototype ) {
    var namespace = name.split( "." )[ 0 ],
        fullName;
    name = name.split( "." )[ 1 ];
    fullName = namespace + "-" + name;

    if ( !prototype ) {
        prototype = base;
        base = $.Widget;
    }

    // create selector for plugin
    $.expr[ ":" ][ fullName ] = function( elem ) {
        return !!$.data( elem, name );
    };

    /* OTHER STUFF */
}

I’ll get to the stuff in a second, but lets see what we’ve already learned here. First I see that widget can take up to three arguments (name, base, prototype), and example might be something like

$.widget("cg.awesomewidget, "ui.button", { /*...*/})

here name or “cg.awesomewidget” becomes the namespace and fullname so in my example I have namespaced it to “cg” with a fullname of “cg-awesomewidget”. I also see that we check if prototype is provided, if it is not we assume that we are not inheriting from a named widget, set the base parameter to prototype and set the base to the main $.Widget base object. Okay that sounds more messy than it is. Lets try to rephrase. The base is an optional parameter telling the widget factory we want to inherit from a known widget. In my example above its “ui.button”. If that parameter is not provided it simply pulls from the base $.Widget. So we know that any widget will carry the prototype base of $.Widget for starters. Now, what about this prototype? This is the base object literal that the widget makes its prototype. Sweet right? The next fun fact is that our widget gets its very own shiny new custom selector $(“:cg-awesomewidget”).

Next the object is constructed via the jQuery.extend() method as follows:

$[ namespace ] = $[ namespace ] || {};
// create the constructor using $.extend() so we can carry over any
// static properties stored on the existing constructor (if there is one)
$[ namespace ][ name ] = $.extend( function( options, element ) {
    // allow instantiation without "new" keyword
    if ( !this._createWidget ) {
        return new $[ namespace ][ name ]( options, element );
    }

    // allow instantiation without initializing for simple inheritance
    // must use "new" keyword (the code above always passes args)
    if ( arguments.length ) {
        this._createWidget( options, element );
    }
}, $[ namespace ][ name ], { version: prototype.version } );

here the $[ namespace ][ name ] object is merged together with the prototype.version into the existing constructor as described in the comments. Then the options are passed along to the base. Again this is done via jQuery extend.

var basePrototype = new base();
// we need to make the options hash a property directly on the new instance
// otherwise we'll modify the options hash on the prototype that we're
// inheriting from
basePrototype.options = $.widget.extend( {}, basePrototype.options );

This is followed up with a call to $.each() that checks all the functions of the base and applies those to our new widget.

$.each( prototype, function( prop, value ) {
    if ( $.isFunction( value ) ) {
        prototype[ prop ] = (function() {
            var _super = function() {
                return base.prototype[ prop ].apply( this, arguments );
            };
            var _superApply = function( args ) {
                return base.prototype[ prop ].apply( this, args );
            };
            return function() {
                var __super = this._super,
                    __superApply = this._superApply,
                    returnValue;

                this._super = _super;
                this._superApply = _superApply;

                returnValue = value.apply( this, arguments );

                this._super = __super;
                this._superApply = __superApply;

                return returnValue;
            };
        }());
    }
});

After all of this its time to put it all together. The widget prototype is now set via extend where we extend our basePrototype (widget) merging in the new widget and prototype. The last thing needed is a call to $.widget.bridge() which creates an instance of the object.

$[ namespace ][ name ].prototype = $.widget.extend( basePrototype, {
    namespace: namespace,
    widgetName: name,
    widgetEventPrefix: name,
    widgetBaseClass: fullName
}, prototype );

$.widget.bridge( name, $[ namespace ][ name ] );

That concludes our walkthrough of the jQuery UI widget factory. Fairly amazing when you look at how simple it is to create a widget based on this. A simple example is a look at jquery.ui.tooltip.js

28 December 2011

Collision Detection on Canvas

I was toying around with a bouncing ball on an HTML canvas the other day when I wanted to find an easy way to detect collisions. One thing that is easy is validating against the bounds of the canvas. This is done with a simple check on the bounds of the canvas as follows:

//this is a Ball object
if (this.position.y > bound.y2) {
    this.velocity.x2 = -this.velocity.x2 * drag;
    this.position.y = bound.y2;
} else if (this.position.y < bound.y1) {
    this.velocity.x2 = -this.velocity.x2 * drag;
    this.position.y = bound.y1;
}
if (this.position.x < bound.x1) {
    this.velocity.x1 = -this.velocity.x1 * drag;
    this.position.x = bound.x1;
} else {
    if (this.position.x > bound.x2) {
        this.velocity.x1 = -this.velocity.x1 * drag;
        this.position.x = bound.x2;
    }
}

You’ll see that if we get the Ball beyond the bounds of either axis we reverse the velocity vector (and for my example) I augment that vector with some drag. Then I start the Ball off (headed the other direction now) from the start of the boundary. This is straight forward and not too difficult to come up with. The same can be done for other shapes on the canvas which we do not wish for the ball to pass through. These again can be simple if we know the layout and the position of the target walls (think floating boxes). Where this gets to a point where the shapes are not at right angles or the boundaries have become more arbitrary, I no longer want to calculate each possible collision point. I also do not wish to wrap the object into a larger boundary box to utilize for detection. So a more elegant solution can be found. If we, just before moving the ball, simulate the move and have another means for detection we can then change the trajectory of the object and send it sailing away. Here’s what we need. we need a ball sized snapshot of the canvas where we plan to put the ball on the next move. We then iterate through those pixels on the image and find ones that arent the color of our background (in my case non-white). To do this without also seeing the ball as a collided upon object, I’ll clear the canvas of the ball first. Here is the code:

//clear canvas, add shape
context.clearRect(0, 0, canvasWidth, canvasHeight);

context.fillStyle = "rgb(150,150,150)"; //not white
context.beginPath();
context.moveTo(200, 100);
context.lineTo(300, 125);
context.lineTo(250, 175);
context.lineTo(200, 200);
context.lineTo(200, 100);
context.fill();
context.closePath();

//now we check our next move for collision
var imgData = context.getImageData(this.position.x + this.velocity.x1, this.position.y + this.velocity.x2, r, r);
var pix = imgData.data;
for (var i = 0; n = pix.length, i < n; i += 4) {
    //check if we're not on a white pixel
    if (pix[i] != 0) { 
        this.collided = true; 
        //bounce away
        if (Math.abs(this.velocity.x1) > Math.abs(this.velocity.x2)){
            this.velocity.x1 = -this.velocity.x1 * drag;
        } else {
            this.velocity.x2 = -this.velocity.x2 * drag;
        }
        break;
    } else {
        this.collided = false;
    }

}

Thats it! Now we can throw our ball at a target. The demo I have is located at this jsFiddle.