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Category: Programming

Simple Backbone/Marionette Example With Nested Views

2014-02-02 John Winkelman

Here is the Javascript file:

/* create a new instance of the Marionette app */
var app = new Backbone.Marionette.Application();

/* add the initial region which will contain the app */
app.addRegions({
	/* reference to container element in the HTML file */
	appRegion: '#AppBase'
});

/* define a module to keep the code modular */
app.module('App',function(module, App, Backbone, Marionette, $, _){
	
	module.RegionOneLayoutView = Marionette.LayoutView.extend({
		
		/* specify element type of auto-generated container element */
		tagName: 'div',

		/* add ID attribute to the generated element */
		id: 'regionOneLayoutView',

		/* add class name to the generated element */
		template: '#layout-region-one',

		/* HTML template for this view */
		className: 'subLayout',
		initialize: function(){console.log('Region 1 Layout: initialize');},
		onRender: function(){console.log('Region 1 Layout: onRender');},
		onShow: function(){console.log('Region 1 Layout: onShow');}
	});

	module.RegionTwoLayoutView = Marionette.Layout.extend({
		
		/* specify element type of auto-generated container element */
		tagName: 'div',

		/* add ID attribute to the generated element */
		id: 'regionTwoLayoutView',

		/* add class name to the generated element */
		className: 'subLayout',

		/* HTML template for this view */
		template: '#layout-region-two',

		/* define UI events and assign event handlers */
		events: {
			'click .button1' : 'onButtonOneClicked',
			'click .button2' : 'onButtonTwoClicked',
			'click .button3' : 'onButtonThreeClicked'
		},

		/* click handlers for buttons */
		onButtonOneClicked: function(mouseEvent) {
			console.log('button one clicked');
		},
		onButtonTwoClicked: function(mouseEvent) {
			console.log('button two clicked');
		},
		onButtonThreeClicked: function(mouseEvent) {
			console.log('button three clicked');
		},
		initialize: function(){console.log('Region 2 Layout: initialize');},
		onRender: function(){console.log('Region 2 Layout: onRender');},
		onShow: function(){console.log('Region 2 Layout: onShow');}
	});

	/* define a view; in this case a 'Layout' */
	module.AppLayoutView = Marionette.Layout.extend({
		
		/* the auto-generated element which contains this view */
		tagName: 'div',

		/* id attribute for the auto-generated container element */
		id: 'AppContainer',

		/* reference to the template which will be rendered for this view */
		template: '#layout-template',

		/* define the regions within this layout, into which we will load additional views */
		regions: {
			'RegionOne' : '#regionOne',
			'RegionTwo' : '#regionTwo'
		},

		/* called when the view initializes, before it displays */
		initialize: function() {
			console.log('main layout: initialize');
		},

		/* called when view renders in the DOM. This is a good place to 
			add nested views, because the views need existing DOM elements
			into which to be rendered. */
		onRender: function() {
			console.log('main layout: onRender');
			/* create new instance of the region 1 layout view, and display it in Region1  */
			var regionOneLayoutView = new module.RegionOneLayoutView();
			this.RegionOne.show(regionOneLayoutView);

			/* create new instance of the region 2 layout view, and display it in Region2  */
			var regionTwoLayoutView = new module.RegionTwoLayoutView();
			this.RegionTwo.show(regionTwoLayoutView);
		},

		/* called when the view displays in the UI */
		onShow: function() {
			console.log('main layout: onShow');
		}
	});

	/* Tell the module what to do when it is done loading */
	module.addInitializer(function(){
		/* create a new instance of the layout from the module */
		var layout = new module.AppLayoutView();

		/* display the layout in the region defined at the top of this file */
		app.appRegion.show(layout);
	});
});

/* once the DOM initializes, start the app */
$(document).ready(function() {app.start();});

And here is the HTML document:

<!doctype html>
<html>
	<head>
		<title>Backbone/Marionette basic setup with nested views</title>
		<style type="text/css">
			body {
				background: #ffffff;
			}
			#AppBase {
				width: 100%;
				max-width: 960px;
				height: 480px;
				margin: 10px auto;
				padding: 0;
				float: left;
				outline: 1px solid #808080;
			}

			#AppContainer {
				margin: 0;
				padding: 0;
			}

			h1 {
				float:left;
				width:100%;
				margin:0;
				padding:0;
				text-align: center;
				height:100%;
			}
			.subLayout {
				float:left;
				width: 50%;
				height:200px;
				outline:1px solid #808080;
			}
			h2 {
				width:100%;
				text-align:center;
			}
			button {
				width: 75px;
				line-height:30px;
				text-align: center;
			}
		</style>
	</head>
	<body>
		<!-- Base element for app -->
		<!--
			Dont use the BODY element as the base because when the app renders in the BODY
			it will wipe out the template files before the views can pick them up 
		-->
		<div id="AppBase"></div>

		<!-- TEMPLATES -->
		<!-- main layout template -->
		<script type="text/template" id="layout-template">
			<h1>Main Template</h1>
			<div id="regionOne"></div>
			<div id="regionTwo"></div>
		</script>

		<!-- region 1 layout -->
		<script type="text/template" id="layout-region-one">
			<h2>Region 1 content</h2>
		</script>

		<!-- region 2 layout -->
		<script type="text/template" id="layout-region-two">
			<h2>Region 2 content</h2>
			<p>
				<button class="button1">One</button>
				<button class="button2">Two</button>
				<button class="button3">Three</button>
			</p>
		</script>
		<!-- libraries -->
		<script type="text/javascript" src="js/jquery-1.10.2.min.js"></script>
		<script type="text/javascript" src="js/underscore.js"></script>
		<script type="text/javascript" src="js/backbone.js"></script>
		<script type="text/javascript" src="js/backbone.marionette.js"></script>

		<!-- app code -->
		<script type="text/javascript" src="js/script.js"></script>
	</body>
</html>

Links to necessary code libraries:

  • jQuery
  • Underscore.js
  • Backbone.js
  • Marionette.js
Posted in Programming comment on Simple Backbone/Marionette Example With Nested Views

Barebones Backbone/Marionette File

2014-01-28 John Winkelman

I am posting this for two reasons: First, so that I have an easy place to go when I want to start a new Backbone/Marionette application and I don’t want to search around for a bare-bones template; and second, because when I started working with Backbone/Marionette I wish I could have found something like this; the equivalent of ‘Hello World’. Code follows, with comments therein.

/* create a new instance of the Marionette app */
var app = new Backbone.Marionette.Application();

/* add the initial region which will contain the app */
app.addRegions({
	/* reference to container element in the HTML file */
	appRegion: '#AppBase'
});

/* define a module to keep the code modular */
app.module('App',function(module, App, Backbone, Marionette, $, _){
	
	/* define a view; in this case a 'Layout' */
	module.GardenLayoutView = Marionette.LayoutView.extend({
		
		/* the auto-generated element which contains this view */
		tagName: 'div',

		/* id attribute for the auto-generated container element */
		id: 'AppContainer',

		/* reference to the template which will be rendered for this view */
		template: '#layout-template',

		/* called when the view initializes, before it displays */
		initialize: function() {
			console.log('initialize');
		},

		/* called when view renders in the DOM */
		onRender: function() {
			console.log('onRender');
		},

		/* called when the view displays in the UI */
		onShow: function() {
			console.log('onShow');
		}
	});

	/* Tell the module what to do when it is done loading */
	module.addInitializer(function(){
		/* create a new instance of the layout from the module */
		var layout = new module.GardenLayoutView();

		/* display the layout in the region defined at the top of this file */
		app.appRegion.show(layout);
	});
});


$(document).ready(function() {app.start();});

And here is the base HTML file, including references to all of the libraries which are required for creating a Backbone/Marionette application.

<!doctype html>
<html>
	<head>
		<title>Backbone/Marionette bare-bones setup</title>
		<link rel="stylesheet" href="style.css"/>
	</head>
	<body>
		<!-- Base element for app -->
		<!--
			Dont use the BODY element as the base because when the app renders in the BODY
			it will wipe out the template files before the views can pick them up 
		-->
		<div id="AppBase"></div>

		<!-- TEMPLATES -->
		<!-- main layout template -->
		<script type="text/template" id="layout-template">
			<h1>This is a rendered template</h1>
		</script>

		<!-- libraries -->
		<script type="text/javascript" src="js/jquery-1.10.2.min.js"></script>
		<script type="text/javascript" src="js/underscore.js"></script>
		<script type="text/javascript" src="js/backbone.js"></script>
		<script type="text/javascript" src="js/backbone.marionette.js"></script>

		<!-- app code -->
		<script type="text/javascript" src="js/script.js"></script>
	</body>
</html>

The libraries which load in before the code for the script can be found here:

  • jQuery
  • Underscore.js
  • Backbone
  • Marionette

Each link also has information necessary for learning and implementing the libraries.

Posted in Programming comment on Barebones Backbone/Marionette File

Solving Display Refresh/Redraw/Repaint Issues in Webkit Browsers

2012-09-27 John Winkelman

So debugging on a phone is nowhere near as easy as debugging on a web application, if only because you can’t use the Chrome developer tools or Firebug effectively on a three-inch screen. Fortunately (for Android developers) there is a tool called the Dalvik Debug Monitor, which comes packaged with the Android SDK. It listens to any logs coming from the phone, assuming the phone on which you are testing an app is plugged into your computer via USB cable. Works pretty well, once you get the quirks sorted out.

Anyway: on the recently completed project I came across a bug where, when updating the text content of an element on the screen, the interface refused to update until another event fired in a nearby (DOM-wise) element. Debugging was a pain, because all of the traces I had running told me that yes, all of my Javascript functions had fired, and yes, the content of the element was correct. But the screen itself still showed the old content.

Turns out, this is a Known Issue for Webkit browsers (Chrome, Safari). Sometimes, when updating an inline element or style, the browser does not redraw/repaint the screen until a block-level change happens in the DOM. This bug  most often occurs when there is a lot going on in the page, and the browser seems to assume that, if the change is not happening at the block (which is to say, layout), level, then it is less important.

Fortunately, solving the issue is MUCH easier than diagnosing it. A simple, quick update to the offending element (or its parent) will force the browser to repaint the screen. Here are a few different ways to accomplish this:

/*	Silently append and remove a text node	
	This is the fix that worked for me in the Phonegap/Android application
	the setTimeout allows a 'tick' to happen in the browser refresh,
	giving the UI time to update
*/
var n = document.createTextNode(' ');
$('#myElement').append(n);
setTimeout(function(){n.parentNode.removeChild(n)}, 0);


/*	Hide and reshow the element	*/
document.getElementById('myElement').style.display='none';
document.getElementById('myElement').offsetHeight; // no need to store this anywhere, the reference is enough
document.getElementById('myElement').style.display='block';


/*	The same thing using jQuery	*/
$('#myElement').hide();
$('#myElement').get(0).offsetHeight; // no need to store this anywhere, the reference is enough
$('#myElement').show();


/*	Set the scale of the element to 1. 
	This doesn't actually change anything visually, 
	because by default everything in the browser 
	is set to scale 1	*/

document.getElementById('myElement').style.webkitTransform = 'scale(1)';

The first one is the one I used. I was using jQuery so this simplified things just a bit. All of the other fixes are valid, but the one I used was the only one that actually worked for me in the PhoneGap application.

For further reference, here are the resources I used while tracking down and solving the bug:

  • http://stackoverflow.com/questions/8840580/force-dom-redraw-refresh-on-chrome-mac
  • http://ajaxian.com/archives/forcing-a-ui-redraw-from-javascript
  • http://stackoverflow.com/questions/3485365/how-can-i-force-webkit-to-redraw-repaint-to-propagate-style-changes
  • http://mir.aculo.us/2009/09/25/force-redraw-dom-technique-for-webkit-based-browsers/
  • https://gist.github.com/1362093
Posted in Programming comment on Solving Display Refresh/Redraw/Repaint Issues in Webkit Browsers

Kohonen Map in Actionscript 3

2012-05-01 John Winkelman

Kohonen Map in Actionscript 3

This image is the output of a Kohonen Map, also called a self-organizing map, which is a type of simple neural network, mostly used for sorting and grouping large data sets. I am fairly happy with the results.

This is something I have wanted to do for about four years, starting with a project I worked on back in 2008. Click the image to launch the app. Once launched, click “PLAY/PAUSE” to begin; click “RESET” to restart the sorting process, and change the value in the “grid size” input field to change the dimensions of the color grid. Be careful; anything above 100 (e.g., 10,000 squares) will begin to run slowly.

To create the app, I started with Processing source code I found at jjguy.com. Translating the code to Actionscript 3 took about four hours, and another four to tweak and test and modify to accommodate Flash-specific functionality. All in all, it was surprisingly easy.

The code follows. There are three parts; Main.as, which is contains the UI, global variables, and initialization code; SOM.as, which is the code for the map, and Node.as, which contains the code for the individual blocks of color.

All of the source code, including compiled .swf, can be downloaded here.

 

Main.as

package {
    import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
    import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.events.TimerEvent;
	import flash.text.TextField;
	import flash.text.TextFieldType;
	import flash.text.TextFormat;
	import flash.utils.Timer;
    [SWF(width=720,height=480,frameRate=32,backgroundColor=0x000000)]
    public class Main extends Sprite {
		[Embed(
			source='C:/WINDOWS/Fonts/ARIAL.TTF', 
			fontName='ArialEmbed', 
			unicodeRange='U+0020-U+002F,U+0030-U+0039,U+003A-U+0040,U+0041-U+005A,U+005B-U+0060,U+0061-U+007A,U+007B-U+007E', 
			mimeType="application/x-font-truetype", embedAsCFF="false"
		)]
		private static var _arialEmbed:Class;
		
		internal var _timer:Timer;

		private var isPlaying:Boolean = false;
		
		private var btnPlayPause:Sprite;
		private var btnReset:Sprite;
		private var txtIterations:TextField;
		private var txtGridSize:TextField;
		private var colorTextBG:int = 0xcccccc;
		private var btnTextFormat:TextFormat = new TextFormat("ArialEmbed",12,0x333333,null,null,null,null,null,"center");
		private var labelTextFormat:TextFormat = new TextFormat("ArialEmbed",12,0xededed,null,null,null,null,null,"right");
		private var inputTextFormat:TextFormat = new TextFormat("ArialEmbed",12,0x000000,null,null,null,null,null,"left");

		private var som:SOM;
		private var iter:int;
		private var maxIters:int = 4000;
		public var screenW:int=480;
		public var screenH:int=480;
		private var gridSize:int = 40;

		private var rgb:Array = [
			[1,1,1],
			[0,0,0],
			[1,0,1],
			[1,0,0],
			[0,1,0],
			[0,0,1],
			[1,1,0],
			[0,1,1],
			[1,.4,.4],
			[.25,.25,.25]
		];
		
        public function Main():void {
            addEventListener(Event.ADDED_TO_STAGE,onAddedToStage);
        }
        private function onAddedToStage(e:Event):void {
            removeEventListener(Event.ADDED_TO_STAGE,onAddedToStage);
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.align = StageAlign.TOP_LEFT;
            init();
        }
        private function init():void {
			_timer = new Timer(10);
			_timer.addEventListener(TimerEvent.TIMER,onTimer);
			initInterface();
			initMap();
			_timer.start();
        }
		
		/*	create and populate the UI elements	*/
		private function initInterface():void {
			var txtIterationsLabel:TextField = getTextField("Iterations",10,160,80,20,labelTextFormat);
			addChild(txtIterationsLabel);
			
			txtIterations = getTextField("0",100,160,50,20,labelTextFormat);
			txtIterations.selectable = false;
			addChild(txtIterations);
			
			var txtGridSizeLabel:TextField = getTextField("GRID SIZE",10,200,80,20,labelTextFormat);
			addChild(txtGridSizeLabel);
			
			txtGridSize = getTextField(gridSize.toString(),100,200,80,20,inputTextFormat);
			txtGridSize.background = true;
			txtGridSize.backgroundColor = 0xffffff;
			txtGridSize.border = true;
			txtGridSize.borderColor=0xcccccc;
			txtGridSize.type = TextFieldType.INPUT;
			txtGridSize.restrict = "0-9";
			addChild(txtGridSize);
			
			var playPauseButton:Sprite = getTextButton("PLAY/PAUSE",20,300,80,20);
			playPauseButton.addEventListener(MouseEvent.CLICK,function(e:Event):void {
				isPlaying = !isPlaying;
			});
			addChild(playPauseButton);
			
			var resetButton:Sprite = getTextButton("RESET",120,300,80,20);
			resetButton.addEventListener(MouseEvent.CLICK,function(e:Event):void {
				iter=1;
				gridSize = parseInt(txtGridSize.text);
				maxIters = gridSize*100;
				som.init(maxIters,gridSize,gridSize);
				updateMap();
			});
			addChild(resetButton);
		
		}
		
		/*	create and initialize an instance of the map 	*/
		private function initMap():void {
			som = new SOM(gridSize,gridSize, 3,screenW,screenH);
			som.x = 240;
			som.y = 0;
			addChild(som);
			iter = 1;	
			som.init(maxIters,gridSize,gridSize);
			updateMap();
		}
		
		/*	called on every tick of the timer	*/
		private function onTimer(e:TimerEvent):void {
			if(isPlaying) updateMap();
			e.updateAfterEvent();
		}
		
		/*	tell the map to make another iterations through the data, then render it to the screen	*/
		private function updateMap():void {
			var t:int = Math.floor(Math.random()*rgb.length);
			if (iter < maxIters){
				som.train(iter, rgb[t]);
				som.render();
				txtIterations.text = iter.toString();
				iter++;
			}
		}
		
		/*	functions for building interface elements	*/
		private function getTextField(txt:String,x:int,y:int,w:int,h:int,format:TextFormat):TextField {
			var tf:TextField = new TextField();
			tf.x = x;
			tf.y = y;
			tf.width = w;
			tf.height = h;
			tf.embedFonts = true;
			tf.text = txt;
			tf.setTextFormat(format);
			tf.defaultTextFormat = format;
			return tf;
		}
		private function getTextButton(txt:String,x:int,y:int,w:int,h:int):Sprite {
			var s:Sprite = new Sprite();
			s.x = x;
			s.y = y;
			s.graphics.lineStyle(1,0x808080,1,true);
			s.graphics.beginFill(colorTextBG,1);
			s.graphics.drawRect(0,0,w,h);
			s.graphics.endFill();
			s.buttonMode=true;
			s.mouseChildren = false;
			s.useHandCursor=true;
			var t:TextField = new TextField();
			t.width=w;
			t.height=h;
			t.selectable = false;
			t.embedFonts = true;
			t.text = txt;
			t.setTextFormat(btnTextFormat);
			t.defaultTextFormat = btnTextFormat;
			t.wordWrap = false;
			t.multiline=false;
			s.addChild(t);
			return s;
		}
    }
}

 

SOM.as

package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.geom.Point;
	import flash.geom.Rectangle;
	public class SOM extends Sprite {
		public var mapWidth:int;
		public var mapHeight:int;
		public var nodes:Array;
		public var radius:Number;
		public var timeConstant:Number;
		public var learnRate:Number = 0.05;
		public var inputDimension:int;
		private var pixPerNodeW:Number;
		private var pixPerNodeH:Number;
		
		private var canvasWidth:int;
		private var canvasHeight:int;
		private var canvasData:BitmapData;
		private var canvas:Bitmap;
		
		public var learnDecay:Number;
		public var radiusDecay:Number;
		
		/*	constructor	*/
		public function SOM(w:int,h:int,n:int,mapW:int,mapH:int):void {
			mapWidth = w;
			mapHeight = h;
			radius = (h + w) / 2;
			inputDimension = n;
			canvasWidth = mapW;
			canvasHeight = mapH;
			canvasData = new BitmapData(canvasWidth,canvasHeight,false,0x000000);
			canvas = new Bitmap(canvasData);
			addChild(canvas);
			
		}
		/*	initialize the map	*/
		public function init(iterations:int,w:int,h:int):void {
			mapWidth = w;
			mapHeight = h;
			radius = (h + w) / 2;
			pixPerNodeW = canvasWidth/mapWidth;
			pixPerNodeH = canvasHeight/mapHeight;
			nodes = [];
			for(var i:int = 0; i < mapHeight; i++){
				nodes[i] = [];
				for(var j:int = 0; j < mapWidth; j++) {
					nodes[i][j] = new Node(inputDimension, mapHeight, mapWidth);
					nodes[i][j].x = i;
					nodes[i][j].y = j;
				}//for j
			}//for i
			timeConstant = iterations/Math.log(radius);
			learnDecay = learnRate;
			radiusDecay = (mapWidth + mapHeight) / 2;
		}
		/*	iterate through and update the weights of each node	*/
		public function train(i:int,w:Array):void {  
			radiusDecay = radius*Math.exp(-(i/timeConstant));
			learnDecay = learnRate*Math.exp(-(i/timeConstant));
			//get best matching unit
			var ndxComposite:int = bestMatch(w);
			var x:int = ndxComposite >> 16;
			var y:int = ndxComposite & 0x0000FFFF;
			//scale best match and neighbors...
			for(var a:int = 0; a < mapHeight; a++) {
				for(var b:int = 0; b < mapWidth; b++) {
					var d:Number = dist(nodes[x][y].x, nodes[x][y].y, nodes[a][b].x, nodes[a][b].y);
					var influence:Number = Math.exp((-1 * Math.pow(d,2)) / (2*radiusDecay*i));
					if (d < radiusDecay) {      
						for(var k:int = 0; k < inputDimension; k++) {
							nodes[a][b].w[k] += influence * learnDecay * (w[k] - nodes[a][b].w[k]);
						}//for k
					}	//if d
				} //for j
			} // for i
		} // train()
		
		
		/*	functions used by training method, for calculating node weights and distances	*/
		public function dist(x1:Number,y1:Number,x2:Number,y2:Number):Number {
			return Math.sqrt( Math.pow(x2 - x1,2) + Math.pow(y2 - y1,2) );
		}
		public function distance(node1:Node, node2:Node):Number {
			return Math.sqrt( Math.pow(node2.x - node1.x,2) + Math.pow(node2.y - node1.y,2) );	
		}
		public function bestMatch(w:Array):int {
			var minDist:Number = Math.sqrt(inputDimension);
			var minIndex:int = 0;
			for (var i:int = 0; i < mapHeight; i++) {
				for (var j:int = 0; j < mapWidth; j++) {
				var tmp:Number = weight_distance(nodes[i][j].w, w);
					if (tmp < minDist) {
						minDist = tmp;
						minIndex = (i << 16) + j;
					}  //if
				} //for j
			} //for i
			return minIndex;
		}
		public function weight_distance(x:Array, y:Array):Number {
			if (x.length != y.length) {
				//	trace("Error in SOM::distance(): array lengths don't match");
			}
			var tmp:Number = 0.0;
			for(var i:int = 0; i < x.length; i++) {
				tmp += Math.pow( (x[i] - y[i]),2);
			}
			tmp = Math.sqrt(tmp);
			return tmp;
		}
		
		/*	render node information to the screen	*/
		public function render():void {
			for(var i:int = 0; i < mapWidth; i++) {
				for(var j:int = 0; j < mapHeight; j++) {
					var r:Number = (nodes[i][j].w[0]*255);
					var g:Number = (nodes[i][j].w[1]*255);
					var b:Number = (nodes[i][j].w[2]*255);
					var c:Number = r << 16 ^ g << 8 ^ b;
					canvasData.fillRect(new Rectangle(i*pixPerNodeW, j*pixPerNodeH, pixPerNodeW, pixPerNodeH),c);
				} // for j
			} // for i
		} // render()
	}
}

 

Node.as

package {
	public class Node {
		public var x:int;
		public var y:int;
		public var weightCount:int;
		public var w:Array;
		public function Node(n:int,X:int,Y:int):void {
			x = X;
			y = Y;
			weightCount = n;
			w = [];
			for(var i:int = 0;i<weightCount;i++) {
				w.push(Math.random()*.5+.25);
			}
		}
	}
}

 

Posted in ProgrammingTagged Flash, procedural art comment on Kohonen Map in Actionscript 3

Styling Raphael.js Elements With CSS

2012-04-16 John Winkelman

Recently finished up a project in which one of the major requirements was that everything be re-skinnable. This meant that every interface element needed to be styled through the style sheet. Swap out a single file to completely change the look of the site.

In theory, this shouldn’t be a problem; that is the raison d’etre for Cascading Style Sheets. Where things got  little complicated, however, was in the many, many charts created using Raphael.js. Even the colors used therein needed to be accessible from the .css files.

Raphael produces SVG elements, which are added dynamically to the DOM. I found that the easiest way to style them was to, at the point of creating the individual elements, use Javascript (jQuery, in this case) to add class names. And that simply, everything works! See an example here. Reload the page to re-render the elements. Code follows:

<!doctype html>
<html>
	<head>
		<title>Styling Raphael.js Elements with CSS</title>
		<script type="text/javascript" src="jquery-1.7.1.min_.js"></script>
		<script type="text/javascript" src="raphael-min.js"></script>
		<script type="text/javascript">
			var r1,r2,i
			$(document).ready(function(){
				r1 = new Raphael('raph1',320,320);
				for(i=0;i<50;i++) {
					var s1 = Math.round(Math.random()*300)+10;
					var s2 = Math.round(Math.random()*300)+10;
					var e1 = Math.round(Math.random()*300)+10;
					var e2 = Math.round(Math.random()*300)+10;
					var s = Math.round(Math.random()*5);
					var c = Math.round(Math.random()*5);
					var p = "M"+s1+","+s2+"L"+e1+","+e2;
					var out = r1.path(p).attr({"stroke-width":s});
					$(out.node).attr('class','c'+c);
				}
				r2 = new Raphael('raph2',320,320);
				for(i=0;i<50;i++) {
					var x = Math.round(Math.random()*320);
					var y = Math.round(Math.random()*320);
					var r = Math.round(Math.random()*32);
					var s = Math.round(Math.random()*5);
					var c = Math.round(Math.random()*5);
					var f = Math.round(Math.random()*5);
					var out = r2.circle(x,y,r).attr({"stroke-width":s});
					$(out.node).attr('class','c'+c + ' f'+f);
				}
			});
		</script>
		<style type="text/css">
			* {margin:0;padding:0;}
			h4 {margin:20px 20px 0 20px;}
			.demo {width:320px;height:320px;margin:5px 20px 20px 20px;border:1px solid #cccccc;}
			.c0 {stroke:#ff0000;}
			.c1 {stroke:#00ff00;}
			.c2 {stroke:#0000ff;}
			.c3 {stroke:#ffff00;}
			.c4 {stroke:#ff00ff;}
			.c5 {stroke:#00ffff;}
			
			.f0 {fill:#222222;}
			.f1 {fill:#444444;}
			.f2 {fill:#666666;}
			.f3 {fill:#888888;}
			.f4 {fill:#aaaaaa;}
			.f5 {fill:#cccccc;}
		</style>
	</head>
	<body>
		<h4>Styling stroke color</h4>
		<div class="demo" id="raph1"></div>
		<h4>Styling stroke color and fill color</h4>
		<div class="demo" id="raph2"></div>
	</body>
</html>

and so forth. CSS classes and IDs work the same for SVG elements as they do for HTML elements. The big difference is that SVG styles which mimic HTML styles use different key words. Where you would set a background color on a HTML element using background-color:#cccccc, in SVG you would use fill:#cccccc. Stroke is the SVG version of border.

Here is a short list of helpful links for styling SVG with CSS:

SVG and CSS

Style reference at Mozilla Developer Network

Posted in Programming comment on Styling Raphael.js Elements With CSS

3D Langton’s Ant, in Actionscript 3 Using Away3d

2012-04-12 John Winkelman

Fast on the heels of the 3D Langton’s Ants in Javascript  using Three.js, here is a version done in Actionscript 3 using Away3d. This will look better on faster computers. Click the image to launch the experiment.

Other than some additional rotation around the main axis, it is identical to the Javascript version, including a glitch that kicks in somewhere around 1200 cubes. In the Javascript version, Chrome would crash at around 700 cubes. In this version, it starts to get a little glitchy at 1600, then progressively more glitchy until it eventually stops updating the screen completely. Oddly, the script continues to run; you will be able to see the number of cubes increment in the upper left corner. I am not sure if this is a hard limit built into Away3d, or the Flash 3D API, or if there is a memory limit of some kind being reached. I suspect – based on the occasional warnings which popped up during development – that it is a hard-coded polygon limit within Away3d. There is probably some way around it, but I don’t (yet) have the know-how to go in and fix it.

Anyway, here is the code for the experiment. Comment out any lines which use the “org.eccesignum.*” files; they assume you have the code for my custom InfoPanel in your library path.

package {
	import away3d.cameras.Camera3D;
	import away3d.containers.ObjectContainer3D;
	import away3d.containers.Scene3D;
	import away3d.containers.View3D;
	import away3d.entities.Mesh;
	import away3d.lights.DirectionalLight;
	import away3d.lights.PointLight;
	import away3d.materials.ColorMaterial;
	import away3d.materials.lightpickers.*;
	import away3d.primitives.SphereGeometry;
	import away3d.primitives.CubeGeometry;
	
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.events.TimerEvent;
	import flash.geom.Vector3D;
	import flash.utils.Timer;
	
	import org.eccesignum.utilities.InfoPanel;
	
	[SWF(width=640,height=480,frameRate=32,backgroundColor=0x000000)]
	
	public class Main extends Sprite {
		internal var _info:InfoPanel;
		private var view:View3D;
		private var cubeContainer:ObjectContainer3D;
		private var scene:Scene3D;
		private var camera:Camera3D;
		private var directionalLight:DirectionalLight;
		private var lightPicker:StaticLightPicker
		private var cMaterial:ColorMaterial;
		private var antX:Number = 32,
			antY:Number = 32,
			antZ:Number = 32,
			nextX:Number,
			nextY:Number,
			nextZ:Number,
			cellsX:int = 64,
			cellsY:int = 64,
			cellsZ:int = 64,
			cellWidth:int = 8,
			cellHeight:int = 8,
			cellDepth:int = 8,
			antSize:int = 7,
			maxDirections:Number = 8,
			colorMultiplier:Number = Math.round(256/cellsX),
			xOff:Number = cellsX/2*cellWidth,
			yOff:Number = cellsY/2*cellHeight,
			zOff:Number = cellsZ/2*cellDepth,
			objects:Array,
			antDirection:Number = 1,
			filledCells:int = 0;
		
		public function Main():void {
			addEventListener(Event.ADDED_TO_STAGE,onAddedToStage);
		}
		private function onAddedToStage(e:Event):void {
			removeEventListener(Event.ADDED_TO_STAGE,onAddedToStage);
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.align = StageAlign.TOP_LEFT;
			init();
		}
		private function init():void {
			_info = new InfoPanel(this,100,50);
			scene = new Scene3D();
			camera = new Camera3D();
			view = new View3D(null,camera);
			view.antiAlias = 2;
			camera.x = 0;
			camera.z = 150;
			camera.y = -300;
			cubeContainer = new ObjectContainer3D();
			cubeContainer.rotationY=0;
			cubeContainer.rotationZ=45;
			
			directionalLight = new DirectionalLight(0,150,-300);
			directionalLight.diffuse = 1;
			directionalLight.specular = 0.3;
			directionalLight.color=0xffffff;
			scene.addChild(directionalLight);
			lightPicker = new StaticLightPicker([directionalLight]);
			
			cMaterial = new ColorMaterial(0x999999);
			cMaterial.lightPicker  = lightPicker;
			
			scene.addChild(cubeContainer);
			camera.lookAt(new Vector3D(0,0,0));
			view.scene = scene;
			addChild(view);

			objects = new Array(cellsX);
			for(var i:int=0;i<objects.length;i++) {
				objects[i] = new Array(cellsY);
				for(var j:int=0;j<objects[i].length;j++) {
					objects[i][j] = new Array(cellsZ);
				}
			}
			view.render();
			addEventListener(Event.ENTER_FRAME,onEnterFrame);
		}
		private function onEnterFrame(e:Event):void {
			if(!objects[antX][antY][antZ]) {
				antDirection++;
				if(antDirection == maxDirections) antDirection = 0;
				addObject(antX,antY,antZ);
			} else {
				removeObject(antX,antY,antZ);
				antDirection--;
				if(antDirection == -1) antDirection = maxDirections-1;
			}
			switch(antDirection) {
				case 0:
					antZ--;
					break;
				case 1:
					antX++;
					break;
				case 2:
					antY++;
					break;
				case 3:
					antX--;
					break;
				case 4:
					antZ++;
					break;
				case 5:
					antX++;
					break;
				case 6:
					antY--;
					break;
				case 7:
					antX--;
					break;
				default:
					break;
			}
			if(antY < 0) antY += cellsY;
			if(antY >= cellsY) antY -= cellsY;
			if(antX < 0) antX += cellsX;
			if(antX >= cellsX) antX -= cellsX;
			if(antZ < 0) antZ += cellsZ;
			if(antZ >= cellsZ) antZ -= cellsZ;

			cubeContainer.rotationZ+=.5;
			cubeContainer.rotationY+=.5;
			cubeContainer.rotationX+=.5;
			_info.update(filledCells.toString(),true);
			view.render();
		}
		private function addObject(x:int,y:int,z:int):void {
			var cGeometry:CubeGeometry = new CubeGeometry();
				cGeometry.width = antSize;
				cGeometry.height = antSize;
				cGeometry.depth = antSize;
			var cMesh:Mesh = new Mesh(cGeometry,cMaterial);
				cMesh.x = x*cellWidth-xOff;
				cMesh.y = y*cellHeight-yOff;
				cMesh.z = z*cellDepth-zOff;
			cubeContainer.addChild(cMesh);
			objects[x][y][z] = cMesh;
			filledCells++;
		}
		private function removeObject(x:int,y:int,z:int):void {
			cubeContainer.removeChild(objects[x][y][z]);
			objects[x][y][z].material.dispose();
			objects[x][y][z].dispose();
			objects[x][y][z] = null;
			filledCells--;
		}
		private function getRGB(r:int,g:int,b:int):int {
			var rgb:int = parseInt((r*colorMultiplier).toString(16) + (g*colorMultiplier).toString(16) + (b*colorMultiplier).toString(16),16);
			return rgb;
		}
			
	}
}

Feel free to use and modify the code to your heart’s content. If you come up with anything nifty, post a link to it in the comments.

Posted in ProgrammingTagged Flash, math, procedural art comment on 3D Langton’s Ant, in Actionscript 3 Using Away3d

Making Tinyscrollbar.js Easier to Implement

2012-04-10 John Winkelman

On a recent project I had the opportunity to play around with the TinyScrollbar.js jQuery plugin, which is used to add custom scrollbars to blocks of content. The project had to play nice with both standard browsers and mobile versions, and there was a lot of modular content, so it was either have some scrolling or a lot of little pages. We went with scrolling.

Using TinyScrollbar.js is fairly simple – find the block of content to which you want to add the scrollbars, add some HTML, and make a function call. The one down side is that the extra HTML needs to be added by hand. I think that is inefficient, and contrary to the idea of separating style and content. So, I played around a little and came up with a simple function, using jQuery, to do all of the wrapping for me.

The usage is simple enough: Feed in the jQuery selector string for the element to which you wish to add scroll bars. If they are to be customized, also feed in a Javascript object containing key:value pairs, which will be fed into the method call for Tinyscrollbar.

Code follows:

<!doctype html>
<html>
	<head>
		<title>TinyScrollBar test</title>
		<script type="text/javascript" src="jquery-1.7.1.min.js"></script>
		<script type="text/javascript" src="jquery.tinyscrollbar.min.js"></script>
		<script type="text/javascript">
			$(document).ready(function(){
				scrollify('#scrollbar1');
				scrollify('#scrollbar2',{sizethumb:15});
			});
			
			function scrollify(element,options) {	//	'#element', {list:of,key:values}
				$(element).children().wrapAll('<div class="viewport"><div class="overview"></div></div>');
				$(element).prepend('<div class="scrollbar"><div class="track"><div class="thumb"><div class="end"></div></div></div></div>');
				$(element).tinyscrollbar(options);
			}
		</script>
		<style type="text/css">
			* {margin:0;padding:0;}
			.scrollBox { width: 520px; clear: both; margin: 20px auto; }
			.scrollBox .viewport { width: 500px; height: 200px; overflow: hidden; position: relative; }
			.scrollBox .overview { list-style: none; position: absolute; left: 0; top: 0; }
			.scrollBox .thumb .end,.scrollBox .thumb { background-color: #00ff00; }
			.scrollBox .scrollbar { position: relative; float: right; width: 15px; border-radius:15px;}
			.scrollBox .track { 
				background-color: #D8EEFD; 
				height: 100%; 
				width:13px; 
				position: relative; 
				padding: 0 1px; 
				border-radius:15px;
				-webkit-box-shadow: inset 0px 0px 5px 5px #ededed;
				-moz-box-shadow: inset 0px 0px 5px 5px #ededed;
				box-shadow: inset 0px 0px 5px 5px #ededed;
				}
			.scrollBox .thumb {
				height: 20px; 
				width: 13px; 
				cursor: pointer; 
				overflow: hidden; 
				position: absolute; 
				top: 0; 
				border-radius:15px;
				-webkit-box-shadow: inset 0px 0px 5px 5px #333333;
				-moz-box-shadow: inset 0px 0px 5px 5px #333333;
				box-shadow: inset 0px 0px 5px 5px #333333;
				}
			.scrollBox .thumb .end {
				overflow: hidden; 
				height: 15px; 
				width: 13px; 
				border-radius:15px;
				position:absolute;left:0;top:0;
				-webkit-box-shadow: inset 0px 0px 5px 5px #333333;
				-moz-box-shadow: inset 0px 0px 5px 5px #333333;
				box-shadow: inset 0px 0px 5px 5px #333333;
				clip:rect(0px,13px,5px,0px);
				}
			.scrollBox .disable{ display: none; }

			.scrollBox p {
				
			}
			
		</style>
	</head>
	<body>
		<div id="scrollbar1" class="scrollBox">
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
		</div>
		
		<div id="scrollbar2" class="scrollBox">
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
			<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent eget est eget lacus imperdiet ultrices. Vestibulum dictum vehicula eros, nec lobortis lorem gravida sit amet. Fusce sodales ligula a tellus tristique dictum. Phasellus at tellus odio, nec interdum arcu. Cras nec felis nec velit venenatis tempus. Morbi ornare enim sit amet nisl ultrices ac pharetra justo facilisis. Nullam suscipit, sem quis imperdiet sollicitudin, eros ligula tincidunt massa, id egestas ante nulla ut nunc. Aliquam id justo ante, in viverra nibh. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nam in sem nunc, at tempus urna. In tristique scelerisque dui quis faucibus. Fusce hendrerit lacinia augue vel bibendum.</p>
		</div>
	</body>
</html>

And that’s all there is to it. Fairly straight forward, and works across all major browsers. Click here to see this example in action.

Posted in Programming comment on Making Tinyscrollbar.js Easier to Implement

Langton’s Ant in 3d, Using Javascript and Three.js

2012-03-02 John Winkelman

Langton's Ant in 3d, using Javascript and Three.js

Click the screenshot to launch the demo. You will need to use the latest version of Chrome, Firefox or Safari if you want to see it running.

This is a re-creation of a Flash experiment from several years ago. Back before I started playing around with 3d, I created a series of experiments exploring cellular automata, the majority of which were variations on the Langton’s Ant algorithm. The most advanced version was one in pseudo-3d, and that was the last for over three years. Now with the advent of easy-to-use 3d libraries (like Three.js, used here), and the option of hardware acceleration to allow for complex animations, I felt it was time to re-visit some of the old experiments.

Here is the source code for the 3d ant:

window.requestAnimFrame = (function(){
	return  window.requestAnimationFrame	|| 
		window.webkitRequestAnimationFrame || 
		window.mozRequestAnimationFrame    || 
		window.oRequestAnimationFrame      || 
		window.msRequestAnimationFrame     || 
		function( callback ){
			window.setTimeout(callback, 1000 / 60);
		};
})();

var canvas,
	stage,
	container,
	scene,
	camera,
	renderer,
	projector,
	light;
	
var WIDTH = 640,
	HEIGHT = 640;
	VIEW_ANGLE = 45,
	ASPECT = WIDTH/HEIGHT,
	NEAR = .1,
	FAR = 10000,
	centerX = 0,
	centerY = 0,
	centerZ = 0,
	cameraX = 0,
	cameraY = 200,
	cameraZ = 400;
	
var antX = 32,
	antY = 32,
	antZ = 32,
	nextX,
	nextY,
	nextZ,
	cellsX = 64,
	cellsY = 64,
	cellsZ = 64,
	cellWidth = 8,
	cellHeight = 8,
	cellDepth = 8,
	antSize = 7,
	maxDirections = 8,
	colorMultiplier = Math.round(256/cellsX),
	xOff = cellsX/2*cellWidth,
	yOff = cellsY/2*cellHeight,
	zOff = cellsZ/2*cellDepth,
	base,
	objects,
	antDirection = 1,
	filledCells=0,
	
	isRotating=true,
	isPaused=false;
	
	function init() {
		canvas = document.getElementById("myCanvas");
		scene = new THREE.Scene();
		camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
		camera.position.x = cameraX;
		camera.position.y = cameraY;
		camera.position.z = cameraZ;
		camera.lookAt(scene.position);
		scene.add( camera );
		projector = new THREE.Projector();
		renderer = new THREE.WebGLRenderer( { antialias: true } );
		renderer.setSize( WIDTH, HEIGHT );
		light = new THREE.SpotLight();
		light.position.set( cameraX, cameraY, cameraZ );
		scene.add(light);
		canvas.appendChild( renderer.domElement );
		renderer.render(scene,camera);
		
		base = new THREE.Object3D();
		base.position.x = centerX;
		base.position.y = centerY;
		base.position.x = centerZ;
		base.rotation.y = 45;
		scene.add(base);
		camera.lookAt(base.position);
		objects = new Array(cellsX);
		for(var i=0;i<objects.length;i++) {
			objects[i] = new Array(cellsY);
			for(var j=0;j<objects[i].length;j++) {
				objects[i][j] = new Array(cellsZ);
			}
		}
		onEnterFrame();
	}
	
	function onEnterFrame() {
		requestAnimFrame(onEnterFrame);
		renderer.render(scene,camera);
		if(isPaused==true) return;
		if(!objects[antX][antY][antZ]) {
			antDirection++;
			if(antDirection == maxDirections) antDirection = 0;
			addObject(antX,antY,antZ);
		} else {
			removeObject(antX,antY,antZ);
			antDirection--;
			if(antDirection == -1) antDirection = maxDirections-1;
		}
		switch(antDirection) {
			case 0:
				antZ--;
				break;
			case 1:
				antX++;
				break;
			case 2:
				antY++;
				break;
			case 3:
				antX--;
				break;
			case 4:
				antZ++;
				break;
			case 5:
				antX++;
				break;
			case 6:
				antY--;
				break;
			case 7:
				antX--;
				break;
			default:
				break;
		}
		if(antY < 0) antY += cellsY;
		if(antY >= cellsY) antY -= cellsY;
		if(antX < 0) antX += cellsX;
		if(antX >= cellsX) antX -= cellsX;
		if(antZ < 0) antZ += cellsZ;
		if(antZ >= cellsZ) antZ -= cellsZ;
		if(isRotating==true) base.rotation.y +=.01;
		document.getElementById("count").value = filledCells;
	}
	function addObject(x,y,z) {
		var sphereMaterial = new THREE.MeshPhongMaterial({
			color: getRGB(x,y,z),
			opacity:1
		});	
		var obj = new THREE.Mesh(
		   new THREE.CubeGeometry(antSize,antSize,antSize),
		   sphereMaterial);
		obj.position.x = x*cellWidth-xOff;
		obj.position.y = y*cellHeight-yOff;
		obj.position.z = z*cellDepth-zOff;
		obj.overdraw = true;
		base.add(obj);
		objects[x][y][z] = obj;
		filledCells++;
	}
	function removeObject(x,y,z) {
		base.remove(objects[x][y][z]);
		objects[x][y][z] = null;
		filledCells--;
	}
	function getRGB(r,g,b) {
		var rgb = parseInt((r*colorMultiplier).toString(16) + (g*colorMultiplier).toString(16) + (b*colorMultiplier).toString(16),16);
		return rgb;
	}
	onload=init;

The above code assumes you have downloaded a copy of Three.js and have a HTML page with appropriate elements set up. To see the entirety of the code I used, right-click on the screenshot and open it in a new tab or window, then view source. It’s all one file, other than the Three.js library. Feel free to copy it in its entirety and play around.

Posted in ProgrammingTagged math, procedural art comment on Langton’s Ant in 3d, Using Javascript and Three.js

Speaking of Three.js

2012-02-26 John Winkelman

Trigonometry experiment using Three.js

Click the above image to see a recreation of a previous Flash experiment (source code here), using Three.js. And see below for the source code used to create this thing.

// shim layer with setTimeout fallback set to 60 frames per second
window.requestAnimFrame = (function(){
	return  window.requestAnimationFrame	|| 
		window.webkitRequestAnimationFrame || 
		window.mozRequestAnimationFrame    || 
		window.oRequestAnimationFrame      || 
		window.msRequestAnimationFrame     || 
		function( callback ){
			window.setTimeout(callback, 1000 / 60);
		};
})();

var canvas,
	stage,
	container,
	scene,
	camera,
	renderer,
	projector,
	light;
	
var w = 800;
var h = 600;
var VIEW_ANGLE = 45;
var ASPECT = w/h;
var NEAR = .1;
var FAR = 10000;
var centerX = 0;
var centerY = 0;
var centerZ = 0;
var radius = 175;
var cameraRadius = 1000;
var cameraX = cameraRadius;
var cameraY = cameraRadius;
var cameraZ = cameraRadius;
var theta = 0;
var group;
var objects = [];
var numObjects = 0;
var orbitSteps = 1000;
var orbitSpeed = Math.PI*2/orbitSteps;
var objectInterval;
var objectPosition;
var direction = 1;
var index = 0;
var startingObjects = 400;

onload = init;
function init() {
	canvas = document.getElementById("myCanvas");
	scene = new THREE.Scene();
	camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
	camera.position.x = cameraX;
	camera.position.y = cameraY;
	camera.position.z = cameraZ;
	camera.lookAt(scene.position);
	scene.add( camera );
	projector = new THREE.Projector();
	renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setSize( w, h );
	light = new THREE.SpotLight();
	light.position.set( centerX, centerY, 160 );
	scene.add(light);
	canvas.appendChild( renderer.domElement );
	renderer.render(scene,camera);
	initObjects();
	onEnterFrame();
}
function initObjects() {
	group = new THREE.Object3D();
	group.position.x = centerX;
	group.position.y = centerY;
	group.position.x = centerZ;
	for(var i=0;i<startingObjects;i++) {
		addObject();
	}
	scene.add(group);
}
function addObject() {
	var sphereMaterial = new THREE.MeshLambertMaterial({
		color: Math.round(Math.random()*0xffffff)
	});	
	var obj = new THREE.Mesh(
	   new THREE.SphereGeometry(8,8,8),	//	radius,segments,rings
	   sphereMaterial);
	obj.position.x = 0;
	obj.position.y = 0;
	obj.position.z = 0;
	obj.overdraw = true;
	group.add(obj);
	objects.push(obj);
	numObjects = objects.length;
	objectInterval = orbitSteps/numObjects;
}
function onEnterFrame() {
	requestAnimFrame(onEnterFrame);
	renderer.render(scene,camera);
	for(var i = 0; i < numObjects; i++) {
		objectPosition = orbitSpeed*objectInterval*i;    //    each object is individually updated
		objects[i].position.x = radius * (Math.cos(theta + objectPosition) * (Math.pow(5,Math.cos(theta+objectPosition)) - 2 * Math.cos(4 * (theta+objectPosition)) - Math.pow(Math.sin((theta+objectPosition)/12),4)));
		objects[i].position.y = radius * (Math.sin(theta + objectPosition) * (Math.pow(5,Math.cos(theta+objectPosition)) - 2 * Math.cos(4 * (theta+objectPosition)) - Math.pow(Math.sin((theta+objectPosition)/12),4)));
		objects[i].position.z = centerZ + radius * Math.sin(theta + objectPosition) - radius*1*(Math.sin((radius/radius + 3) * (theta + objectPosition)));
	}
	group.rotation.x += .002;
	group.rotation.y += .004;
	group.rotation.z += .008;
	theta += (orbitSpeed*direction);
}

 

Posted in ProgrammingTagged math, procedural art comment on Speaking of Three.js

HTML5 Canvas Drawing Library Exploration: Three.js

2012-02-15 John Winkelman

This is the sixth in an ongoing series of posts exploring various Javascript drawing libraries.

Three.js is a powerful 3d drawing library, and currently the one to beat when it comes to leveraging the latest browser capabilities. When available, it can tie in to the WebGL rendering engine (current browsers on fairly new computers) for an experience which is very close to what you would get from a native application. This demo is not that ambitious, but it should give you a basic idea of how to get started building interactive 3d applications in Javascript.

Click here to launch the demo. Give it a couple of moments to load; the Three.js library is over 300kb.

HTML

<!DOCTYPE html>
<html>
	<head>
		<title>Trigonometron built using Three.js</title>
		<style>
			* {margin:0;padding:0;}
			body {background:#ffffff;}
			#myCanvas {width:800px;height:480px;position:absolute;left:0;top:0;background:#ffffff;}
		</style>
		<script type="text/javascript" src="Three.js"></script>
	</head>
	<body>
		<div id="myCanvas"></div>
		<script type="text/javascript">
			//	Javascript goes here
		</script>
	</body>
</html>

Fairly basic stuff here. Note that the container for the app is a <div/> element, not a <canvas/> element. Now on to the good bits.

Javascript

// shim layer with setTimeout fallback set to 60 frames per second
window.requestAnimFrame = (function(){
	return  window.requestAnimationFrame	|| 
		window.webkitRequestAnimationFrame || 
		window.mozRequestAnimationFrame    || 
		window.oRequestAnimationFrame      || 
		window.msRequestAnimationFrame     || 
		function( callback ){
			window.setTimeout(callback, 1000 / 60);
		};
})();

var canvas,
	stage,
	container,
	scene,
	camera,
	renderer,
	projector,
	light,
	
	currentShape="circle",
	isPaused = true,
	isInitialized = false,
	currentHoverTarget = null;


	
var shapes = ["circle","tricuspoid","tetracuspoid","epicycloid","epicycloid 2","epicycloid 3","lissajous","lemniscate","butterfly"];
var w = 800;
var h = 480;
var VIEW_ANGLE = 45;
var ASPECT = w/h;
var NEAR = .1;
var FAR = 10000;
var centerX = -100;
var centerY = 0;
var centerZ = -150;
var radius_x = 175;
var radius_y = 175;
var radius_z = 175;
var theta = 0;
var objects = [];
var buttons = [];
var numObjects = 0;
var r2d = 180/Math.PI;
var d2r = Math.PI/180;
var orbitSteps = 240;
var orbitSpeed = Math.PI*2/orbitSteps;
var objectInterval;
var objectPosition;
var direction = 1;
var index = 0;
var xVar1 = 0;
var xVar2;
var xVar3;
var xVar4;
var startingObjects = 100;
var newX;
var newY;
var newZ = centerZ;


function init() {
	canvas = document.getElementById("myCanvas");
	scene = new THREE.Scene();
	camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
	camera.position.y = 0;
	camera.position.z = 500;
	scene.add( camera );
	projector = new THREE.Projector();
	renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setSize( w, h );
	light = new THREE.SpotLight();
	light.position.set( centerX, centerY, 160 );
	scene.add(light);
	canvas.appendChild( renderer.domElement );
	renderer.render(scene,camera);
	canvas.addEventListener( 'mousedown', onDocumentMouseDown, false );
	canvas.addEventListener( 'mousemove', onDocumentMouseMove, false );
	
	initInterface();
	initObjects();
	onEnterFrame();
	isInitialized = true;
}
onload = init;


function initInterface() {
	var xOff = 310;
	var yOff = 150;
	var zOff = -100;
	for(var i=0;i<shapes.length;i++) {
		buildTextButton(shapes[i],xOff,yOff,zOff,120,20,15);
		yOff -= 23;
	}
	yOff -= 23;
	buildTextButton("play/pause",xOff,yOff,zOff,120,20,15);

}
function buildTextButton(text,bX,bY,bZ,bW,bH,bD) {
	var materials = [];
	var co = 0xededed;
	for ( var j = 0; j < 6; j ++ ) {
		materials.push(new THREE.MeshLambertMaterial({color:co,opacity:1}));
	}
	var ctx = document.createElement('canvas');
	ctx.getContext('2d').font = '12px Courier,monospace';
	ctx.getContext('2d').fillStyle = '#000000';
	ctx.getContext('2d').textAlign="center";
	ctx.getContext('2d').fillText(text, 125,10);
	var tex = new THREE.Texture(ctx);
	tex.needsUpdate = true;
	var mat = new THREE.MeshBasicMaterial({map: tex});
	mat.transparent = true;
	var textRender = new THREE.Mesh(
		new THREE.PlaneGeometry(ctx.width, ctx.height),
		mat
	);
	textRender.doubleSided = true;
	textRender.position.x = bX+25;
	textRender.position.y = bY-70;
	textRender.position.z = bZ+8;
	scene.add(textRender);
	var c = new THREE.Mesh(
		new THREE.CubeGeometry(bW,bH,bD, 1, 1, 1,materials ),
		new THREE.MeshFaceMaterial()
	);

	c.position.x = bX;
	c.position.y = bY;
	c.position.z = bZ;
	c.overdraw = true;
	c.name = text;
	scene.add(c);
	buttons.push(c);
}
function initObjects() {
	for(var i=0;i<startingObjects;i++) {
		addObject();
	}
}
function addObject() {
	var sphereMaterial = new THREE.MeshLambertMaterial({
		color: Math.round(Math.random()*0xffffff)
	});	
	var obj = new THREE.Mesh(
	   new THREE.SphereGeometry(10,16,16),	//	radius,segments,rings
	   sphereMaterial);

	obj.position.x = centerX
	obj.position.y = centerY
	obj.position.z = centerZ;
	obj.overdraw = true;
	scene.add(obj);
	objects.push(obj);
	numObjects = objects.length;
	objectInterval = orbitSteps/numObjects;
}

function onEnterFrame() {
	requestAnimFrame(onEnterFrame);
	renderer.render(scene,camera);
	if(isPaused==true && isInitialized==true) return;
	for(var i = 0; i < numObjects; i++) {
		objectPosition = orbitSpeed*objectInterval*i;    //    each object is individually updated
		switch(currentShape) {
			case "circle":
				newX = centerX + radius_x * Math.cos(theta + objectPosition);
				newY = centerY + radius_y * Math.sin(theta + objectPosition);
				break;
			case "tricuspoid":
				newX = centerX + (radius_x*.5) * ((2 * Math.cos(theta + objectPosition)) + Math.cos(2 * (theta + objectPosition)));
				newY = centerY + (radius_y*.5) * ((2 * Math.sin(theta + objectPosition)) - Math.sin(2 * (theta + objectPosition)));
				break;
			case "tetracuspoid":
				newX = centerX + radius_x * Math.pow((Math.cos(theta + objectPosition)),3);
				newY = centerY + radius_y * Math.pow((Math.sin(theta + objectPosition)),3);
				break;
			case "epicycloid":
				newX = centerX + (radius_x*.4) * Math.cos(theta + objectPosition) - radius_x*1*(Math.cos((radius_x/radius_x + 1) * (theta + objectPosition)));
				newY = centerY + (radius_y*.4) * Math.sin(theta + objectPosition) - radius_y*1*(Math.sin((radius_y/radius_y + 1) * (theta + objectPosition)));
				break;
			case "epicycloid 2":
				newX = centerX + (radius_x*.4) * Math.cos(theta + objectPosition) - radius_x*1*(Math.cos((radius_x/radius_x + 2) * (theta + objectPosition)));
				newY = centerY + (radius_y*.4) * Math.sin(theta + objectPosition) - radius_y*1*(Math.sin((radius_y/radius_y + 2) * (theta + objectPosition)));
				break;
			case "epicycloid 3":
				newX = centerX + (radius_x*.4) * Math.cos(theta + objectPosition) - radius_x*1*(Math.cos((radius_x/radius_x + 3) * (theta + objectPosition)));
				newY = centerY + (radius_y*.4) * Math.sin(theta + objectPosition) - radius_y*1*(Math.sin((radius_y/radius_y + 3) * (theta + objectPosition)));
				break;
			case "lissajous":
				newX = centerX + radius_x * (Math.sin(3 * (theta + objectPosition) + xVar1));
				newY = centerY + radius_y * Math.sin(theta + objectPosition);
				xVar1 += .0005;
				break;
			case "lemniscate":
				newX = centerX + (radius_x*1.2) * ((Math.cos(theta + objectPosition)/(1 + Math.pow(Math.sin(theta + objectPosition),2))));
				newY = centerY + (radius_y*1.2) * (Math.sin(theta + objectPosition) * (Math.cos(theta + objectPosition)/(1 + Math.pow(Math.sin(theta + objectPosition),2))));
				break;
			case "butterfly":
				newX = centerX + (radius_x*.4) * (Math.cos(theta + objectPosition) * (Math.pow(5,Math.cos(theta+objectPosition)) - 2 * Math.cos(4 * (theta+objectPosition)) - Math.pow(Math.sin((theta+objectPosition)/12),4)));
				newY = centerY + (radius_y*.4) * (Math.sin(theta + objectPosition) * (Math.pow(5,Math.cos(theta+objectPosition)) - 2 * Math.cos(4 * (theta+objectPosition)) - Math.pow(Math.sin((theta+objectPosition)/12),4)));
				break;
			default:
				break;
	
		}
		objects[i].position.x = newX;
		objects[i].position.y = newY;
	}
	theta += (orbitSpeed*direction);
}

function onDocumentMouseMove( event ) {
	var targetObj = getIntersectedObject(event);
	if(targetObj == null) {
		document.getElementById("myCanvas").style.cursor="default";
		if(currentHoverTarget != null) {
			setObjectColor(currentHoverTarget,0xededed);
			currentHoverTarget = null;
		}
	} else {
		document.getElementById("myCanvas").style.cursor="pointer";
		if(targetObj != currentHoverTarget && currentHoverTarget != null) {
			setObjectColor(currentHoverTarget,0xededed);
		}
		setObjectColor(targetObj,0xffffff);
		currentHoverTarget = targetObj;
	}
}

function setObjectColor(thing,c) {
	for(var i=0;i<6;i++) {
		thing.geometry.materials[i].color.setHex(c);
	}
}

function onDocumentMouseDown( event ) {
	var targetObj = getIntersectedObject(event);
	if(targetObj != null) {
		if(targetObj.name=="play/pause") {
			isPaused = !isPaused;
		} else {
			currentShape = targetObj.name;
		}
	}
}
function getIntersectedObject(event) {
	event.preventDefault();
	var mouseX, mouseY;
	if(event.offsetX) {
		mouseX = event.offsetX;
		mouseY = event.offsetY;
	}
	else if(event.layerX) {
		mouseX = event.layerX;
		mouseY = event.layerY;
	}
	var vector = new THREE.Vector3(
		(mouseX / w) * 2 - 1,
		-(mouseY / h) * 2 + 1,
		0.5
	);
	projector.unprojectVector( vector, camera );
	var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
	var intersects = ray.intersectObjects( buttons );
	if ( intersects.length > 0 ) {
		return intersects[0].object;
	} else {
		return null;
	}
}

Here is a line-by-line breakdown of the code.

  • 1-11 – requestAnimFrame – this is a custom function which tries to take advantage of the built-in (for new browsers) requestAnimationFrame functionality, which is meant to be used for frame-based animations (like Adobe Flash uses). Each browser uses its own variations, so this function tries each one, and if it is in a browser which does not support the functionality, it defaults to a setTimeout call.
  • 13-25 – initialize global variables. The first eight – “canvas” to “light”, are used by the Three.js to create, control, and render the 3d scene to the canvas.
  • 29-61 – initialize variables for the animation. These are not specific to Three.js. Note, however, that there are now “z” variables in addition to “x” and “y”
  • 64-86 – init() – set up 3d environment and add all of the graphic elements
    • 65 – associate the app with an HTML element
    • 66 – create a new scene for display
    • 67-70 – initialize and position a camera, relative to the scene. The camera is the “screen” through which you look at the scene
    • 71 – create a new projector
    • 72-73 – initialize the renderer, which controls how the app will be drawn to the screen. In tthe his instance, we will use the WebGL renderer
    • 74-76 – create a new light source for the scene
    • 77 – add the newly created renderer to the HTML DOM
    • 78 – draw the app to the screen
    • 79-80 – add mouse listeners
    • 82 – create the UI buttons
    • 83 – create the graphics for the animations
    • 84 – call the animation once to display everything to the screen
    • 85 – we are now initialized and ready to go
  • 87 – tell the browser to call the init() method as soon as the page finishes loading
  • 90-101 – initInterface() – create the UI elements for the app
    • 91-93 – set the initial x, y, and z positions for the UI buttons
    • 94-97 – create one text button for each element in the shapes[] array
    • 98 – add some space between the shape buttons and the play/pause button
    • 99 – create the play/pause button
  • 102-138 – buildTextButton() – create a 3d rectangle button, add text to one face, and position it on the screen
    • 103 – initialize the materials array
    • 104 – set the default color of the buttons
    • 105-107 – create a new Lambert Material for each face of the cube. Lambert materials can be lit by spotlights and cast shadows. Normal materials cannot.
    • 108-112 – create a new canvas element, add text to it, and style the text
    • 113-114 – copy the canvas element to a Texture
    • 115-116 – draw the texture to a Material
    • 117-125 – create a new display object, fill it with the Material, and position it in 3d space. In this case, it will have the same x and y coordinates as the gray box behind it, but will hover one “pixel” from the front face of the box. I am sure there are ways to draw the text directly to the face of a cube, but I have not yet discovered it. This is a hack.
    • 126-135 – create a cube display object, color it in with the materials array, and position it in 3d space
    • 136 – add the cube display object to the display list
    • 137 – add the cube to the array of buttons. This is for determining mouse interactions
  • 139-143 – initObjects() – create a number of graphic element for the animations, equal to the value of startingObjects
  • 144-160 – addObject() – create a new display object for the animations
    • 145-147 – create a new material and give it a random color
    • 148-150 – create a new Sphere display object
    • 152-154 – position the object in 3d space
    • 155 – set the material on top of the wireframe of the model, so the “edges” don’t show through
    • 156 – add the Sphere to the display list
    • 157 – add a reference to the Sphere to the array of spheres. Used for animations
    • 158-159 – update global variables to correctly set spacing of objects within the animations
  • 162-214 – onEnterFrame() – update the animation by one step
    • 163 – advance everything by one frame
    • 164 – draw everything to the screen
    • 165 – if the app is finished initializing, but is paused, do nothing
    • 166-212 – cycle through each Sphere display object in the animation and update its position on the screen. Note that this app only updates the Spheres in the x and y planes; z remains constant.
    • 213 – update the progress of the animation as a whole
  • 216-232 – onDocumentMouseMove() – called whenever the mouse is moved in the app; used to determine which button is currently being moused over
    • 217 – call getIntersectedObject() to determan which (if any) of the buttons is currently being moused over
    • 218-223 – if there is nothing being moused over…
      • 219 – set the cursor to the default
      • 220-223 – if there was an element being moused over in the last frame iterations…
        • 221 – call setObjectColor() to return the color of the rectangle to its default
        • 222 – set the currentHoverTarget to null
    • 224-231 – else if one of the buttons IS being moused over…
      • 225 – set the cursor to a pointer
      • 226-228 – if the current hover target is not the same as the one hovered over in the previous frame, yet SOMETHING was hovered over in the previous frame, set the previous target’s color to the default
      • 229 – set the color of the current target to the hover highlight color
      • 230 – set the global currentHoverTarget to equal the button which is currently being hovered over
  • 234-238 – setObjectColor() – cycle through the six faces of a button and set each face to the appropriate color
  • 240-249 – onDocumentMouseDown() – called whenever the mouse button is pressed within the app
    • 241 – find out which button, if any, was clicked
    • 242-248 – if a button was clicked on…
      • 243-244 – if it was the play/pause button, toggle the pause variable
      • 245-247 – if it was any other button, set the currentShape variable to the sppropriate value
  • 250-275 – getIntersectedObject() – determine if a mouse event happened where it might intersect a target display object
    • 251 – stop the mouse event from cascading through the rest of the DOM
    • 252 – declare coordinate variables
    • 253-260 – based on how the browser handles mouse events, determine where on the app the event occurred
    • 261-265 – create a new vector object based on the x, y, and z coordinates of the event within the app
    • 266-267 – calculate where the objects in 3d space intersect the screen (the camera) in 2d space
    • 268 – build an array of every object in the buttons[] array which intersects the mouse event
    • 269-270 – if there is more than 0 elements in this array, return the first (top) display object
    • 271-273 – if nothing is intersected, do nothing

So there you have it: The trigonometron in 3d. Well, 3d-ish. It exists in 3d space, but everything is on the same plane, so I suppose it is de-facto 2d. I have a couple of 3d demos which I will post in the next few days. All in all, figuring out the 3d stuff was less difficult than I thought it would be. My experiments last fall with Away3d and Flash certainly helped.

This will be the last library exploration for a while. Further posts will must likely be experiments using Three.js, or one of the other libraries I explored in this series of posts.

In case you missed them the previous posts in the series are here:

  • Easel.js
  • oCanvas.js
  • Raphael.js
  • Paper.js
  • Processing.js
Posted in ProgrammingTagged math, procedural art comment on HTML5 Canvas Drawing Library Exploration: Three.js

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