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SnoozeSquad.js - Finally a decent lazy image loader

It's been on my todo list for positively ages, but I've finally gotten around to replacing the existing lazy image loading on this website (not on the blog yet, sorry!) with a new one of my own devising.

Lazy image loading is a technique in which you only load images no a given webpage if they are near the user's field of view. This saves bandwidth by preventing images that are never seen from being downloaded.

Since I've been unable to find a good, solid, reliable lazy image loading script on the web, I thought it best to post about it here so that you can use it too.

Link: SnoozeSquad (Direct download)

Drawing (rotating) shapes

Rotating shapes.

After writing the smooth line class last week I wanted to write another one, and I decided to write a class to aid the drawing regular shapes. While writing the library I found myself with some rather nice looking rotating shapes that I thought would make a good blog post here.

Before I go any further, here's the demo:

See the Pen Rotating shapes by Starbeamrainbowlabs (@sbrl) on CodePen.

The background is a just a set of fancy css3 radial and linear gradients layered on top of one another. The interesting part is the calculating of the points in each shape - let me explain with a hexagon.

Shape drawing explained.

In the above, the hexagon I am drawing is shown in red, and a circle in green. In order to work out the co-ordinates for each corner (or vertex) of the hexagon, we can walk around a circle and note down our location at regular intervals (shown by the blue lines). I learnt this trick from this stack overflow answer. They can explain it much better than I probably could:

Let's assume you want to draw an N-sided polygon of radius r, centred at (0,0). Then the n vertices are given by:

x[n] = r * cos(2*pi*n/N)
y[n] = r * sin(2*pi*n/N)

where 0 <= n < N. Note that cos and sin here are working in radians, not degrees (this is pretty common in most programming languages).

If you want a different centre, then just add the coordinates of the centre point to each (x[n], y[n]). If you want a different orientation, you just need to add a constant angle. So the general form is:

x[n] = r * cos(2*pi*n/N + theta) + x_centre
y[n] = r * sin(2*pi*n/N + theta) + y_centre

By Answerer Avatar Oliver Charlesworth. Source: Stack Overflow

Anyway, here's the code I came up with:

I can't think of anything else I wanted to say, so I think I'll end this post here. Please comment down below if you have anything you want to say :)

Easy Smooth Lines with Bezier Curves

The smooth line class in action.

A while ago I wrote a vector class and a bezier curve class for my 2D graphics University ACW (Assessed CourseWork). After packaging them up and posting them here, I thought it a good idea to take a step further and write a smooth line class too, to start building up a library of implementations of various different algorithms.

While I was searching for a good alternative to jsbin (it doesn't let me use tabs instead of spaces), I came across Codepen again, and finally decided to take a look. Apparently you can do quite a bit with a free account, so I signed up and posted about new my account on this blog.

Since the quality of the content on Codepen is considerably high, and you can see who has done what, I've decided to put more time into the visual effects of the things that I put up on there.

Anyway, here's a demo of my SmoothLine class in action:

See the Pen Smooth Lines by Starbeamrainbowlabs (@sbrl) on CodePen.

Click to add a point. A line will show up when you have 3 points. Here's the class itself:

Note that it depends on my earlier Vector and BezierCurve classes (links above).

The code is actually really simple. You create a new instance of the SmoothLine class, add some Vector points with the add() method (it takes both a single vector and an array of vectors), and then call the line() method when you are reading to add the SmoothLine to your drawing context path.

Here's some example code:

// Creation code
var smoothLine = new SmoothLine();
smoothline.add(new Vector(138, 330));
this.smoothLine.add([
    new Vector(161, 10),
    new Vector(561, 111),
    new Vector(890, 254),
    new Vector(1088, 254),
    new Vector(1152, 130),
    new Vector(1186, 55),
    new Vector(1230, 21)
]);

// Rendering code
context.beginPath();
// Do stuff here
smoothline.line(context, 16);
// Do stuff here
context.stroke();

Over the next few months if I can possibly manage it I want to implement a bunch of other useful algorithms in order to build up a library of code that I can just drop into a project and use. Suggestions for the next algorithm are welcome!

Art by Mythdael