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Feed the RSS
For no real reason and definitely not to prove once again that RSS isn't dying, I just thought I'd write about a couple of the nice bits about the RSS feeds on this site so that readers could get the maximum amount of awesome per unit of blog.
There's a handy trick you can do with the feeds if you don't want posts from every category. You can subscribe to an individual category by using the link http://thingsinjars.com/rss/categoryname.
But that's not all.
If, for instance, you like the JS and CSS stuff but can't stand the rest, just list the categories you want with a plus and you'll get those feeds combined and nothing else. Like this: http://thingsinjars.com/rss/js+css. Nifty, eh?
Also, the RSS link changes depending on which category you're in.
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Psychopathic megalomaniac vs Obsequious sycophant?
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Tabs vs Spaces?
Which are you? Is there any middle ground?
In any modern, code-friendly text editor, you can set tab size. This means that one tab can appear to be as wide as a single space character or - more commonly - 2 or 4 spaces. It's even possible in some to set any arbitrary size so there's nothing stopping you setting tabs to be 30 spaces and
format() { your code() { like; } this; }
However you do it, the point is that using tabs allows the reader personal preference.
Indenting your code using spaces, however, is completely different. A space is always a space. There's actually a simple conversion chart:
- 1 = One
- 2 = Two
- 3 = Three
- and so on.
The fundamental difference here is that the person reading the code has no choice about how it's laid out. Tabs means you get to read the code how you want to, spaces means you read the code how I want you to. It's a subtle difference but an important one.
Space indenting is therefore perfectly suited to psychopathic megalomaniacs who insist their way is right while tab indenting is for obsequious sycophants who are putting the needs of others above themselves. Sure, there may be lots of grades in-between but why let moderation get in the way of a barely coherent point?
There's unfortunately no real middle ground here. Teams must agree amongst themselves what side of the fence they fall down on. It is entirely possible to set many text editors to automatically convert tabs to spaces or spaces to tabs on file save but if you're doing that, you'd better hope your favourite diff algorithm ignores white space otherwise version control goes out the window.
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Multi-user pages
Whenever I'm away from home, my usual stream of random ideas tends to become more focused on projects involving sharing. Usually something about creating a connection between people where the interaction point is the Internet. This is what first inspired the now defunct MonkeyTV project back in 2007 or noodler.net in 2008 – both created while I was living in Tokyo as ways to connect to people back in Edinburgh.
Until the beginning of August, I'm in Berlin finding somewhere to live while Jenni and Oskar are in Edinburgh packing up our flat (although, I'm not entirely sure Oskar is doing much more than drooling over packing boxes). The result of this is that I started to wonder about how to best show Jenni some of the flats I'm looking at remotely. What I figured I wanted was a way for us both to be looking at the same web page and for each of us to be able to point out things to the other. I tidied up my idea and posted it to the Made By Ideas site hoping that someone else would run off and make it so I could focus on apartment hunting.
The inevitable happened, I couldn't let it lie:
Multi-user page (installable bookmarklet).
If you install that bookmarklet by draggin’ it to your bookmarks bar then launch it anywhere, your cursor position and how far you've scrolled the page will be sent to anyone else viewing the same page who has also launched it. If you launch it on this page just by clicking it just now, you'll see cursors from other people reading this post who've also clicked it.
Technical
This is built in node.js with socket.io.
It heavily reuses Jeff Kreeftmeijer's multiple user cursor experiment but updated to use socket.io v0.7. I also used the socket.io 'rooms' feature to contain clients to a given window.location.href so that it could be launched on any page and interactions would only appear to users on that same page. I also removed the 'speak' feature to simplify things. I'm planning on talking via Skype when I'm using it. In theory, mouse events other than cursor coordinates and scroll could be shared – keyboard input, clicks, selects.
The day after I built this, Christian Heilmann pointed out on twitter a different solution to the same problem. Browser Mirror uses the same technology (node + websockets) but instead of passing cursor positions, it passes the entire DOM of the page from the instigator's computer to their node relay and then out to any invited viewers. This approach gets round a lot of the problems and is probably a more robust solution, all in all. They also have an integrated chat feature.
Warning
The server side is running on a borrowed VPS. It's not even been daemonised using Forever so it might fall over and not come back up. Don't rely on this for anything, just think of it as a point of interest.
The Code
I'm not really going to do any further development with it but for interest, here's the node.js server, almost entirely Jeff Kreeftmeijer's work but updated for the latest socket.io
var sys = require('sys'), http = require('http'), io = require('socket.io').listen(8000), log = sys.puts; io.sockets.on('connection', function (socket) { socket.on('set location', function (name) { socket.set('location', name, function () { socket.emit('ready'); }); socket.join(name); }); socket.on('message', function (request) { socket.get('location', function (err, name) { if(request.action != 'close' && request.action != 'move' && request.action != 'scroll') { log('Invalid request:' + "\n" + request); return false; } request.id = socket.id; socket.broadcast.to(name).json.send(request); }); }); socket.on('disconnect', function () { socket.broadcast.json.send({'id': socket.id, 'action': 'close'}); }); });
And here's a bit of the client-side JS that I modified to connect via socket.io v0.7 (again, modified from Jeff Kreeftmeijer's):
var socket = io.connect('http://yourserver.com', {port: 8000}), socket.on('connect', function() { socket.emit('set location', window.location.href); socket.on('message', function(data){ if(data['action'] == 'close'){ $('#mouse_'+data['id']).remove(); } else if(data['action'] == 'move'){ move(data); } else if(data['action'] == 'scroll'){ clearTimeout(noscrolltimeout); disabled = true; scroll(data); noscrolltimeout = setTimeout('disabled = false;',2000); }; }); });
If you'd like to snoop around the code more, it's all available on the lab: Multi-user pages
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Torch
Concept
Another proof-of-concept game design prototype. This is kind of a puzzle game. Ish. It's mostly a simple maze game but one in which you can't see the walls. You can see the goal all the time but you are limited to only being able to see the immediate area and any items lit up by your torch. You control by touching or clicking near the torch. The character will walk towards as long as you hold down. You can move around and it'll follow.
The first 10 levels are very easy and take practically no time at all. After that, they get progressively harder for a while before reaching a limit (somewhere around level 50, I think). The levels are procedurally generated from a pre-determined seed so it would be possible to share high scores on progression or time taken without having to code hundreds of individual levels.
Items that could be found around the maze (but aren't included in this prototype) include:
- Spare torches which can be dropped in an area and left to cast a light
- Entrance/exit swap so that you can retrace your steps to complete the level
- Lightning which displays the entire maze for a few seconds (but removes any dropped torches)
- Maze flips which flip the maze horizontally or vertically to disorient you.
I worked on this for a few months (off and on) and found it to be particularly entertaining with background sound effects of dripping water, shuffling feet with every step, distant thunder rumbling. It can be very atmospheric and archaeological at times.
Slightly technical bit
The game loop and draw controls are lifted almost line-for-line from this Opera Dev article on building a simple ray-casting engine. I discarded the main focus of the article - building a 3D first-person view - and used the top-down mini map bit on its own. The rays of light emanating from the torch are actually the rays cast by the engine to determine visible surfaces. It's the same trick as used in Wolfenstein 3D but with fewer uniforms. It's all rendered on a canvas using basic drawing functionality.
The audio is an interesting, complicated and confusing thing. If I were starting again, I'd look at integrating an existing sound manager. In fact, I'd probably use an entire game engine (something like impact.js, most likely) but it was handy to remember how I used to do stuff back in the days when I actually made games for a living. Most of all, I'd recommend not looking too closely at the code and instead focusing on the concept.
Go, make.
As with Knot from my previous blog post, I'm not going to do anything with this concept as I'm about to start a big, new job in a big, new country and I wanted to empty out my ‘To do’ folder. The code's so scrappy, I'm not going to put it up on GitHub along with my other stuff, I seriously do recommend taking the concept on its own. If you are really keen on seeing the original code, it's all unminified on the site so you can just grab it from there.
The usual rules apply, if you make something from it that makes you a huge heap of neverending cash, a credit would be nice and, if you felt generous, you could always buy me a larger TV.