Showing posts with label css. Show all posts
Showing posts with label css. Show all posts

Thursday, 24 June 2021

How do I find all the HTML elements that aren't getting my preferred font?

A quickie script that saved a lot of manually combing through the DOM

Someone noticed that certain elements in our React app were not getting the desired font-face, instead getting plain-old Arial. I wanted to be able to programmatically sniff them out in the browser, so here's what I came up with, mainly thanks to an answer on Stack Overflow for finding all elements on a page, and the MDN documentation for the getComputedStyle function which browsers helpfully expose.

Whack this in your browser's Javascript console and you should be able to hover on any element that is listed to see it on the page:

  // Start where React attaches to the DOM
  const reactRoot = document.getElementById("root"); 
  
  // Get all elements below that
  const kids = reactRoot.getElementsByTagName("*"); 
  
  for (var e of kids) { 
    if (window.getComputedStyle(e)["font-family"] === "Arial") { 
      console.log(e); // Allows it to be hovered in console
    }
  }
  

In case you were wondering, the culprit here was a button that didn't have its font-family set - and Chrome (perhaps others) will use its default (user-agent stylesheet) font style for that in preference to what you have set on the body, which you might be forgiven for assuming gets cascaded down.

Friday, 24 August 2018

Building a retro game with React.js. Part 5 - Fill 'er up

By now I had a good portion of the "player's part" of the game complete. Movement around the game area, drawing lines, detecting intersection with existing lines and preventing illegal movement were all done, using the div-based "drawing" that I was familiar with. But now it was time to draw the filled colour block that results when a closed area has been completed. And I was looking at a wall of complexity that I didn't know how to scale.



The answer was to challenge my own comfort zone. Allow myself to quote, myself:
I could do that with an HTML canvas, but I'm (possibly/probably wrongly) not going to use a canvas. I'm drawing divs dammit!
After all, if ever there was a time and place to learn how to do something completely new, isn't it a personal "fun" project? After a quick scan around the canvas-in-React landscape I settled upon React-konva, which has turned out to be completely awesome for my needs, as evidenced by the amount of code changes actually needed to go from my div-based way of drawing a line to the Konva way:
The old way:

const Line = styled('div')`
  position: absolute;
  border: 1px solid ${FrenzyColors.CYAN};
  box-sizing: border-box;
  padding: 0;
`;

renderLine = (line, lineIndex) => {
  const [top, bottom] = minMax(line[2], line[4]);
  const [left, right] = minMax(line[1], line[3]);
  const height = (bottom - top) + 1;
  const width = (right - left) + 1;
  return <Line key={`line-${lineIndex}`}
                  style={{ top: `${top}px`, 
                           left: `${left}px`,
                           width: `${width}px`,
                           height: `${height}px` }} />;
}

The new way:

import { Line } from 'react-konva';

renderLine = (line, lineIndex) => {
  return (
    <Line
      key={`line-${lineIndex}`}
      points={line.slice(1)}
      stroke={FrenzyColors.CYAN}
      strokeWidth={2}
    />
  );
}

... and the jewel in the crown? Here's how simple it is to draw a closed polygon with the correct fill colour; by total fluke, my "model" for lines and polygons is virtually a one-to-one match with the Konva Line object, making this amazingly straightforward:
renderFilledArea = (filledPolygon) => {
  const { polygonLines, color } = filledPolygon;
  const flatPointsList = polygonLines.reduce((acc, l) => {
    const firstPair = l.slice(1, 3);
    return acc.concat(firstPair);
  }, []);

  return (
    <Line
      points={flatPointsList}
      stroke={FrenzyColors.CYAN}
      strokeWidth={2}
      closed
      fill={color}
    />
  );
}

Time Tracking
Probably at around 20 hours of work now.

Monday, 16 July 2018

Building a retro game with React.js. Part 4 - Drawing the line somewhere

In the previous instalment of this series, I was able to get the player's "sprite" (actually just a div with a border!) to move around the existing lines on the edge of the screen. The next logical step is to allow the player to draw their own lines, which, upon joining at both ends to existing lines, will become part of the "navigable" world the player can manoeuvre through.

Bugs Galore
It was at this point where I started being plagued by off-by-one errors; it seemed everywhere I turned I was encountering little one-pixel gaps when drawing lines, because:
  • My on-screen lines are actually 2px wide
  • My line-drawing function was doing an incorrect length calculation (had to do (right - left) + 1)
  • I was not updating my position at the right time, so was storing my "old" position as the current line's end point; and;
  • I was naively using setState and expecting the new this.state to be visible immediately

My solution to almost all of these problems (with the exception of the UI line-drawing function) was to write a heap of unit tests; these generally flushed things out pretty quickly.

Writing the line-drawing function was a weird experience. Virtually every software development "environment" I've ever used before, from BBC Basic on my Acorn Electron on, has had a function like drawLine(startX, startY, endX, endY);. And I could do that with an HTML canvas, but I'm (possibly/probably wrongly) not going to use a canvas. I'm drawing divs dammit! Here's what my function looks like:
renderLine = (line, lineIndex) => {
  const [top, bottom] = minMax(line[2], line[4]);
  const [left, right] = minMax(line[1], line[3]);
  const height = (bottom - top) + 1;
  const width = (right - left) + 1;
  return <Line key={`line-${lineIndex}`}
                  style={{ top: `${top}px`, 
                           left: `${left}px`,
                           width: `${width}px`,
                           height: `${height}px` }} />;
}
Where minMax is a simple function that returns [min, max] of its inputs, and Line is a React-Emotion styled div:
const Line = styled('div')`
  position: absolute;
  border: 1px solid ${FrenzyColors.CYAN};
  box-sizing: border-box;
  padding: 0;
`;
Notice that I resisted the temptation to pass the top, left etc into the Line wrapper. The reason for this is that doing so results in a whole new CSS class being created, and getting applied to the line, every time one of these computed values changes. This seems wasteful when most of the line's attributes remain the same! So I use an inline style to position the very-thin divs where I need it.
Time Tracking
Up to about 12 hours by my rough estimate.

Monday, 11 June 2018

Building a retro game with React.js. Part 2 - Screens

Continuing to nibble my way towards the hard parts, I've finished the basic designs of the welcome page, main game page and the paused-game page, including wiring up the key listeners so it all works as expected.

One thing I hadn't thought about was the behaviour of listening to the P key to pause and also resume. The first iteration of the code would flicker madly between the game page and the paused page whenever the P key was pressed - the game loop runs so fast that the app would transition multiple times between the two pages, because the isDown test would simply toggle the state of this.state.paused. I messed around for a while with storing the UNIX time when the key was first pressed, and comparing it to the current time, before realising I really just needed to know what "direction" was being requested, and then waiting for this "request" to finish before completing the transition.
...

debounce = (testCondition, key, newState) => {
  if (testCondition) {
    if (this.keyListener.isDown(key)) {
      // No. They are still holding it
      return true;
    }
    this.setState(newState);
   }
   return false;
};
 
handleKeysWhilePaused = () => {
  if (this.debounce(this.state.pauseRequested, P, {
    pauseRequested: false,
    paused: true
  })) {
    return;
  }

  if (this.debounce(this.state.unpauseRequested,P, {
    unpauseRequested: false,
    paused: false
  })) {
    return;
  }

  if (this.keyListener.isDown(Q)) {
    this.props.onGameExit();
  }

  if (this.keyListener.isDown(P)) {
    this.setState({unpauseRequested: true});
  }
}

handleGameplayKeys = () => {
  if (this.keyListener.isDown(P)) {
    this.setState({pauseRequested: true});
  }
}

update = () => {
  if (this.state.pauseRequested || this.state.paused) {
    this.handleKeysWhilePaused();
  } else {
    this.handleGameplayKeys();
  }
};
...
Effectively I've implemented an isUp(), which is surprisingly not in the react-game-kit library. Oh well, it's all good learning.
Time tracking
I'd estimate the total time spent on the game so far would be 3-4 hours.

Friday, 8 June 2018

A New Old Thing; Building a retro game with React.js. Part 1 - Background and Setup

I've blogged before about entering the fast-paced world of React.js, after a couple of years I'm still (on the whole) enjoying my day job working with it. Over this period React has done a pretty good job of delivering the "maintainable large JavaScript application" promise, but in the apps I built we've seen a few problems that stemmed from our developers' differing levels of experience with design patterns, immutability concepts, higher-order functions and higher-order components.

At the risk of being immodest, I'm comfortable with those concepts - Design Patterns from waaaay back and the functional paradigms from my five-year (and counting) love affair with Scala. What I wanted to explore was - what would happen if I built a React app by myself, endeavouring to write the cleanest, purest software based upon the best starting-point we currently have? How productive could I be? How long would it take to build a working full app? How would maintenance go? How quickly could I add a new feature?

As my day job is basically building CRUD apps, I wanted to do something a lot more fun for this side-project. And what could be more fun than a game? (Mental note: ask people working at Electronic Arts...) There's also a pleasing circularity in building a game and documenting how I did it - back in my earliest days of having a computer, aged about 7, I would buy magazines with program listings and laboriously enter them, line-by-line, while marvelling at how anyone could really have been good enough to know how to do this.

The Game
I'll admit, I've never built a non-trivial game before, but I think attempting an 8-bit home computer game I remember fondly from my childhood, on top of 2018's best front-end technologies, should be about the right level of difficulty.

The game I'll be replicating is called Frenzy; a Micro Power publication for the BBC B, Acorn Electron and Commodore 64. My machine was the Electron - basically a low-cost little brother to the mighty Beeb; highly limited in RAM and CPU, titles for this platform usually needed substantial trimming from their BBC B donor games, despite using the same BBC BASIC language.

Check out the links above for more details and screenshots, but the game is basically a simplified version of "Qix" or "Kix" where the object is to fill in areas of the screen without being hit by one or more moving enemies.

Just for the hell of it, I'm going to place this game front-and-centre on my homepage at http://www.themillhousegroup.com, which I just nuked for this purpose. The page is now a React app being served off a Play Scala backend as per my new-era architecture, and the key technologies I'm using so far are: I'm sure more will follow.

Initial Development
To develop the game, I decided to start from the start. The welcome page would need to be suitably old-skool but would force me to consider a few things:
  • What screen size should I be working to?
  • Can I get a suitably chunky, monospaced font?
  • Press Space to start sounds easy, but how do I make that actually work?
Decisions
The original Frenzy must have operated in the BBC's graphical MODE 1 because it used a whopping 4 colours and the pixels were square. So that means the native resolution was 320x256. While it would be tempting to stick to that screen size and thus have it fit on every smartphone screen, I've decided to double things and target a 640x512 effective canvas.
Some searching for 8-bit fonts led me to "Press Start 2P" which, while intended to honour Namco arcade machines, is near enough to the chunky fonts I remember fondly from my childhood home computer that I can't go past it:
As a tiny nod to the present, the "screen" is actually slightly transparent and has a drop shadow - showing how far we've come in 34 years!
The final piece of the welcome screen was achieved by mounting the FrenzyGame component in a React-Game-Kit Loop and using the KeyListener to subscribe to the keys I care about - a quick perusal of the demo game showed me how to use it:
class FrenzyGame extends Component {

  constructor(props) {
    super(props);
    this.keyListener = new KeyListener();

    this.state = {
      gameOver: true  
    };
  }

  componentDidMount() {
    this.loopSubscriptionId = this.context.loop.subscribe(this.update);
    this.keyListener.subscribe([
      this.keyListener.SPACE
    ]);
  }

  componentWillUnmount() {
    this.context.loop.unsubscribe(this.loopSubscriptionId);
    this.keyListener.unsubscribe();
  }

  update() {
    if (this.state.gameOver) {
      if (this.keyListener.isDown(this.keyListener.SPACE)) {
        this.setState({ gameOver: false });
      }
    }
  };

  ...

  render() {
    return this.state.gameOver 
      ? this.renderWelcomeScreen() 
      : this.renderGame();
  }
}

Sunday, 29 October 2017

Stack Evolution part 2

Referring back to my go-to stack from part 1 of this series:
Javascript JQuery, Moment.js, etc
"Presentation" JSON/AJAX HTML/LESS
Controllers Play (Reactive, Async)
Services Play - RESTful API calls Mondrian
Persistence MongoDB (via ReactiveMongo)

I am simply delighted with the performance, scalability, maintainability and reliability of the entire stack from the Controllers layer down - i.e. Scala, Play and Mongo. (Incidentally, I've been running these apps on Heroku with MongoDB provided by MLab, and they have been similarly excellent). So that will not be changing any time soon.

What is no longer tenable is the mixture of HTML (including form submissions), LESS and per-page Javascript. At the top of the table, (i.e. front-end technologies), there is just too much awesomeness happening in this space to ignore. To me, React.js is the current culmination of the best thinking in the front-end world. The way every concept is the most reduced-down thing that could work (as opposed to the competition's kitchen-sink approach) really makes it a pleasure to learn and use.

Currently I'm absolutely loving Create-React-App as a brilliant bootstrapper that continues to add value even once you're up and running. It's got finely-honed and sensible defaults for things like Webpack, is upgradeable in-place, is beautifully documented and is almost psychic in always offering good suggestions or output as to what it's just done, or what can be done next. I currently have no plans to "eject" Create-React-App from any of the front-end projects I'm working on - it's just too useful to keep around.

Into this mix I've also added React Cosmos - this is a "component showcase" system that allows a super-rapid way to see all of the possible "states" of a given React component. The React props that a component needs are specified in fixture files, and Cosmos supplies a nice web UI to browse around and check that changes made to a component are working well and looking good in all of its potential states. It works excellently with the hot-reloading facilities of Create-React-App and really helps nail down component interfaces.



Another element I'm using to try and keep front-end complexity in check is Styled Components. Go have a read of their Github page for the full run-down but basically, I can get the best of both worlds with global CSS used where appropriate, keeping it DRY, together with individual components that won't mess with each other. It also massively helps in stopping the "mental CSS selector" problems during refactoring as observed by Ryan Florence. Extremely cool.

So to summarise, here's my 2017-and-beyond software stack:

Javascript React.js (with Cosmos)
"Presentation" JSON/AJAX JSX/CSS/Styled Components
Controllers Play (Reactive, Async)
Services Play - RESTful API calls Mondrian
Persistence MongoDB (via ReactiveMongo)

Tuesday, 27 September 2011

Spring Roo Experiment, part 2

Making it perty

Roo does a great job of making a functional CRUD website, and that's great for an admin page. But public-facing websites, especially ones developed in 2011, need to look funky.


Enter Bootstrap, from the good people at Twitter. I'm not a Tweeter, but I have to extend maximum love and respect to these guys for turning out something to make things look so good, so easily.


Including the Bootstrap CSS in your webapp is like having the most web-2.0, rounded-cornered, missing-vowelled, fixie-riding front-end guy pairing with you, except he's actually completely finished the work, it works on all browsers and you don't have to listen to him talk about his iPhone all day :-)


Seriously though, Bootstrap does exactly what it says on the tin, with beautifully-clean, semantic markup, a wonderfully easy-to-use grid system and a contemporary, stylishly-minimal look.


I downloaded the Bootstrap CSS file and added it to my Spring Roo project by following these instructions - so now I can flip between the standard green Roo theme for my admin pages, and the super-funky Bootstrap theme for public pages. Lovely.

Monday, 22 August 2011

The CSS F(l)ail

I've written before about CSS and why it seems to be so hard for a Typical Java Developer (TJD) to craft "nice" HTML+CSS presentation layers.


Here's the behavioural pattern I've observed when a TJD has to do some front-end web-work

:
  • Panic - rather than embrace the opportunity to learn a new paradigm/technology, as they would probably enjoy doing if it was a Java API

  • Copy-and-paste from the existing codebase - despite knowing that this leads to unmaintainable code no matter what the language

  • Copy-and-paste from the web - without understanding what is going on

  • Randomly tweak values in the browser using Firebug or Chrome Developer Tools until it "looks right" (I've started to call this CSS flailing)

  • Give Up And Use Tables (for non-tabular data). The ultimate fail

In posts-to-come I'm going to try and identify some CSS "patterns" that a software developer can actually understand (as opposed to copy-and-pasting) which hopefully will put an end to the above behaviours, any of which would be regarded as unforgivable if it was perpetrated in the squeaky-clean corridors of Java-land ;-) but are somehow considered par-for-the-course in the unfamiliar yet forgiving world of UI...

Tuesday, 19 April 2011

The Joy of CSS

Why It's hard to be a CSS Rockstar

Writing CSS is hard. Writing good CSS is really hard.


I've been using CSS in anger for about 4 years now, and I'd rate my skills at no more than 5 out of 10. I'm the first to admit I spend a lot of time Googling when I'm tweaking CSS, and I'm sure I'm not the only one. I've only ever come across one Java-world developer who could craft elegant, cross-browser CSS solutions with appropriate use of semantic HTML, and he was an exceptional front-end guy who could make PhotoShop walk around on its front paws, and write clean, performant JavaScript while balancing a ball on his head. Seriously.


So why do otherwise-competent software developers find it so hard to produce good CSS?


  • width: doesn't really mean width: The W3C's box model might be intuitive to some, but ask a typical software developer to draw a box with width: 100px; border: 5px; and I can virtually guarantee that the absolute width of the result will be 100 pixels while the internal (or "content" in W3C-speak) width will be 90 pixels. Given this, it becomes slightly easier to forgive Microsoft for their broken box model in IE5

  • Inconsistent inheritance: As OO developers, we've come to expect every property of an object to be inherited by its children. This is not the case in CSS, which can lead to a non-DRY sensation that is uncomfortable

  • It's a big API: Although there is a lot of repetition (e.g.: border; border-top; border-top-width; border-top-color; border-left; border-left-style; etc etc etc) there are also tons of tricky shortcuts which behave dramatically differently depending on the number of "arguments" used. Compare border-width: thin thick;

    to border-width: thin thin thick;

    to border-width: thin thin thin thick;

  • You can't debug CSS Selectors: The first move of most developers when they have to change some existing styling is to whack a background-color: red; into the selector they think should be "the one". And then have to hunt around a bit more when their target div doesn't turn red ...

  • Semantic, understandable and succinct?!?!: Most developers understand that using CSS classes with names like boldface is not cool, and nor is using identifiers called tabbedNavigationMenuElementLevelTwo - but getting the damn thing even working is hard enough without having to wonder if the Gods of HTML would sneer at your markup...

Tuesday, 5 April 2011

Whoooosh! Part 2

Making it happen

YSlow gave this site a solid 'B' for performance, but I knew it could be better.


The main culprit was the lack of expiry headers on resources, meaning the browser had to reload them each page visit. Dumb. I was shocked to find that Tomcat had no easy way to get this going, but this has now been rectified in Tomcat 7.


Next up was optimising my images. YSlow can helpfully slurp your site through Yahoo's smush.it service which saved me a good 25% in download cruft. Win.


"Sprited" CSS images were something I knew I wanted to do, but had yet to find a nice tool to make it happen. Now that SmartSprites is a reality, I've been using it to both optimise the images and generate the CSS that controls them. I'm also planning on using JAWR (which utilises SmartSprites) as part of my standard toolchain for Java web development, pushing out minified, optimised, spritified HTML/CSS/JS content whenever the build target is not "dev".


Things were going well, and I was up to 'A' Grade, but my "favicon" was still being re-downloaded each-and-every page visit. I had to tell Tomcat that it was an image, and then the Expires Filter could deal with it as per all the others:

  (in conf/web.xml):

  <mime-mapping>
    <extension>ico</extension>
    <mime-type>image/x-icon</mime-type>
  </mime-mapping>


The final step was getting in under Pebble's covers and tweaking the page template, such that:

  • Javascript sits at the bottom of the page; and
  • Practically-useless files (like an empty print.css) are not mentioned


And with that, I'm currently scoring 95%. I'm losing the 5% for not gzipping my content (which will probably have been remedied by the time you read this), and having too many separate JavaScript files (a fact I need to investigate further - where is this blog even using JavaScript?) - but I'm happy; my little corner of the web is a snappier place.