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## simple-dash fork: now with directory support!

A while back (I still have all sorts of projects I've forgotten to blog about - with many more to come), I forked an excellent project called simple-dash, which is a web dashboard. You can configure it to display 1 or more links, and it presents them nice and cleanly in the middle of the page.

I don't make forks lightly, but in this case I liked the project a lot - but I wanted to add enough features that I felt that I might be taking it in a different direction than the original project. The original project also hasn't been touched in 2+ years, and the author hasn't had any contributions on GitHub in that time either - so think it's fair to say that it's unlikely that any pull request I open wouldn't be looked at either (if the original author is reading this, I'm happy to open one!).

Anyway, before I continue too far, here's a screenshot of my improvements in action:

I use simple-dash in multiple places to provide a dashboard of links to the various services that I run so I both don't lose them and, in some cases, other people in my family can easily access said services.

I added a number of features here. The first is invisible, but I completely re-implemented the layout to use the CSS Grid (see also: a, b). If you've played with CSS before but aren't yet aware of the CSS grid yet - I can thoroughly recommend you take a moment to investigate - it will blow you away and solve all your layout problems all at the same time! In short, it's like a 2d version of the flexbox.

Since the original has full mobile support, I continue that trend in the rewrite with some CSS media queries to change the number of items per row based on the width of your screen.

The other invisible change is that I changed the language the configuration file is written in to TOML, which is a much more friendly language to write configuration files in.

Anyway, in terms of more visible changes, I also added the ability to set a background image, as well as the default random triangles background. Icons also got the same treatment - gaining the ability to display an image instead of a Font Awesome icon (I haven't actually used Font Awesome before, so this was an interesting experience - even if it was already setup in this project).

Last but certainly not least, I added the ability group pages into folders. Here's a screenshot of what the contents of that folder in the top left looks like when opened:

You can't see it here, but it's even animated! Link to a demo at the end of this post.

There were a number of different challenges to overcome to get this working right actually - it was not trivial at all. There are 2 components to it: The CSS to style it, and the Javascript to fiddle the class list on the folder itself to add / remove the active class so that I could distinguish between open and closed folders in the CSS, and also prevent the click event from propagating through to the <a href="https://example.com/">links</a> links when the folder is closed.

Thinking about it, it may be possible use a clever pointer-events: none to avoid the Javascript.

The CSS does the heavy lifting here though. For inactive folders, I use a CSS grid with overflow: none to display the 1st 4 icons in a preview. When the folder becomes active, position: fixed breaks it out of the layout of the rest of the page (sadly leaving a placeholder behind would require an additional html element), and the content reflows to use the same CSS as the main grid of tiles.

Through some CSS grid wizardry (you can do anything with CSS grid, it's amazing) and a container element, I can even fade out the rest of the page while the folder is open.

Clicking on the items in a folder when the folder is open takes you to their destination as usual, while clicking anywhere else closes the folder again.

I've got a demo running over here if you'd like to play around with it:

sbrl's simple-dash fork demo

The background is set to a random image from Unsplash. It loads fine for me, but sometimes it takes a moment.

If this looks like something, you'd like to use for yourself, my fork is open-source! Check it out here:

sbrl/simple-dash on GitHub

You can find instructions on how to set it up for yourself in the README. You'll need npm to install dependencies - this should come bundled with Node.js. You can also find a lovingly-commented example configuration file here:

config.sample.toml

If you have any difficulties setting it up, want to request a feature, or even (gasp!) report a bug, please open an issue. While I do monitor the comments here on this blog, GitHub issues are a much better place to track bugs and feature requests.

## Rendering Time plan / Gantt charts: hourgraph

I have a number of tools and other programs I've implemented, but forgotten to blog about here - hourgraph is one such tool I stumbled across today again. Originally I implemented it for my PhD panel 1 topic project analysis report, as I realised that not only have I manually created a number of these, but I'm going to have to create a bunch more in the future, but I open-sourced it as I usually do with most of the things I write in the hopes that someone else will find it useful.

I've published it on NPM, so you can install it like this:

npm install --global hourgraph

You'll need Node.js installed, and Linux users will need to prefix the above with sudo.

The program takes in a TOML definition file. Here's an example:

width = 1500
height = 480
title = "Apples"

name = "Pick apples"
start = 0
duration = 3

name = "Make apple juice"
start = 2
duration = 2

name = "Enjoy!"
start = 4
duration = 4
colour = "hsl(46, 90%, 60%)"
ghost_colour = "hsla(46, 90%, 60%, 0.1)"

The full set of options are available in the default config file, which is loaded in to fill in any gaps of things you haven't specified in your custom file.

Comprehensive usage instructions are found in the README, but you can render a new time plan chart thingy like this:

hourgraph --input path/to/input.toml --output path/to/output.toml

The above renders to this:

Personally, I find it's much easier to create charts like this by defining them in a simple text file that is then rendered into the actual thing. That way, I don't have to fiddle with the layout myself - it all comes out in the wash automatically.

For those interested in the code, it can be found here: https://github.com/sbrl/hourgraph

## 3D mazes with Lua, OpenSCAD, and Blender

Way back in 2015, I posted a language review about Lua. In that post, I ported an even older 2D maze generator I implemented in Python when I was in secondary school on a Raspberry Pi (this was one of the first experiences I had with the Raspberry Pi). I talked about how Lua was easy to get started with, but difficult do anything serious because everything starts from 1, not 0 - and that immutable strings are awkward.

Since then, I've gained lots more experience with the language. As an aside, I discovered a nice paradigm for building strings:

local function string_example()
local parts = {} -- Create a table
table.insert(parts, "This is ") -- Add some strings
table.insert(parts, "a ")
table.insert(parts, "string")
return table.concat(result, "") -- Concatenate them all at once and return
end

Anyway, before I get too distracted, I think the best way to continue this post is with a picture:

Fair warning: This blog post is pretty media heavy. If you are viewing on your mobile device with a limited data connection, you might want to continue reading on another device later.

Pretty cool, right? Perhaps I should explain a little about how I got here. A month or two ago, I rediscovered the above blog post and the Lua port of my Python 2d maze generator. It outputs mazes like this:

#################
#   #     #     #
### ##### ##### #
# #   #       # #
# # # # # ##### #
# # #   #       #
# ### # ### #####
#     #   #     #
#################

(I can't believe I didn't include example output in my previous blog post!)

My first thought was that I could upgrade it to support 3d mazes as well. One thing led to another, and I ended up with a 3D maze generator that output something like this:

#################
#################
#################
#################
#################
#################
#################
#################
#################

#################
#   #   #       #
# ### ###########
#           # # #
# ####### ### # #
#       #   # # #
# ### ####### # #
#   #       # # #
#################

#################
##### ### #######
#################
############### #
#################
############# # #
#################
# ########### ###
#################

#################
#               #
# ### ###########
#   #         # #
# ###############
#               #
##### # ####### #
#   # #     # # #
#################

#################
#################
#################
#################
#################
#################
#################
#################
#################

Each block of hash (#) symbols is a layer of the maze. It's a bit hard to visualise though, so I decided to do something about it. For my masters project, I used OpenSCAD to design a housing for an Internet of Things project I did. Since it's essentially a programming language for expressing 3D models, I realised that it would be perfect for representing my 3D mazes - and since said mazes use a grid, I can simply generate an OpenSCAD file full of cubes for all the locations at which I have a hash symbol in the output (the data itself is stored in a nested table setup, which I then process).

This is much better. We can clearly see the maze now and navigate around it. OpenSCAD's preview controls are really quite easy to pick up. What you see in the above screenshot is an 'inverted' version of the maze - i.e. instead of carving out a solid block, the algorithm walks around an empty space inside a defined region.

The algorithm that generates the maze itself is pretty much the same as the original algorithm I devised myself in Python (which I've now lost, sadly - as I didn't use Git back then).

It starts in the top left corner, and then does a random walk around the defined area. It keeps track of where it has been in a node list (basically a list of coordinates), and every time it takes a step forwards, there's a chance it will jump back to a previous position in the nodes list. Once it can't jump anywhere from a position, that position is considered complete and is removed from the nodes list. Once the node list is empty, the maze is considered complete and it returns the output.

As soon as I saw the STL export function though, I knew I could do better. I've used Blender before a little bit - it's a production-grade free open-source rendering program. You can model things in it and apply textures to them, and then render the result. It is using a program like this that many CGI pictures (and films!) are created.

Crucially for my case, I found the STL import function. With that, I could import the STL I exported from OpenSCAD, and then have some fun playing around with the settings to get some cool renders of some mazes:

(Above: Some renders of some of the outputs of the maze generator. See the full size image [3 MiB])

The sizes of the above are as follows, in grid squares as generated by the Lua 3d maze generator:

• Blue: 15 x 15 x 15
• Orange: 7 x 7 x 7
• Purple: 17 x 15 x 11, with a path length of 4 (i.e. the generator jumps forwards by 4 spaces instead of 2 during the random walk)
• Green: 21 x 21 x 7

Somehow it's quite satisfying to watch it render, with the little squares gradually spiralling their way out from the centre in a hilbert curve - so I looked into how to create a glass texture, and how to setup volumetric rendering. It was not actually too difficult to do (the most challenging part was getting the lights in the right place with the right strength). Here's a trio of renders that show the iterative process to getting to the final image you see at the top of this post:

(Above: Some renders of some of the blue 15x15x15 above in the previous image with a glass texture. See the full size image [3.4 MiB])

From left to right:

1. My initial attempt using clear glass
2. Frosting the glass made it look better
3. Adding volumetric lighting makes it look way cooler!

I guess that you could give the same treatment to any STL file you like.

Anyway, the code for my maze generator can be found here on my private git server: sbrl/multimaze

The repository README contains instructions on how to use it. I won't duplicate that here, because it will probably change over time, and then this blog post would be out of date.

Before I go, I'll leave you with some animations of some mazes rotating. This whole experience of generating and rendering mazes has been really fun - it's quite far outside what I've been doing recently. I think I'd like to do some more of this in the future!

Update: I've re-rendered a new version at a lower quality. This should help mobile devices! The high-quality version can still be accessed via the links below.

(High-quality version: webm - vp9, ogv - ogg theora, mp4 - h264)

## EmbedBox: Lightweight syntax-highlighted embeds

I was planning posting about something else yesterday, but I wanted to show some GitLab code in a syntax-highlighted embed. When I wasn't able to figure out how to do that, I ended up writing EmbedBox.

The whole thing is best explained with an example. Have an embed:

(Can't see the above? Check out the original file here)

Pretty cool, right? The above is the default settings file for EmbedBox. Given any URL (e.g. https://raw.githubusercontent.com/sbrl/EmbedBox/master/src/settings.default.toml), it will generate a syntax-highlighted embed for it.

It does so using highlight.php to do the syntax-highlighting server-side, Stash PHP for the cache, and without any Javascript in the embed itself.

It comes with a web interface that generates the embed code given the input URL and a few other settings and shows a preview of what it'll look like.

EmbedBox is open-source too (under the Mozilla Public Licence 2.0), so you're welcome to setup your own instance!

To do so, check out the code here: https://github.com/sbrl/EmbedBox/

The installation instructions should be pretty straightforward in theory, but if you get stuck please open an issue.

Now that I've implemented EmbedBox, you can expect to see it appear in future blog posts. I'm planning to write about my organise-photos script in the near future, so expect a blog post about it soon.

Found this interesting? Got a suggestion? Want to say hi? Comment below!

## Generating word searches for fun and profit

(Above: A Word search generated with the tool below)

A little while ago I was asked about generating a wordsearch in a custom shape. I thought to myself "someone has to have built this before...", and while I was right to an extent, I couldn't find one that let you use any shape you liked.

This, of course, was unacceptable! You've probably guessed it by now, but I went ahead and wrote my own :P

While I wrote it a little while ago, I apparently never got around to posting about it on here.

In short, it works by using an image you drop into the designated area on the page as the shape the word search should take. Each pixel is a single cell of the word search - with the alpha channel representing whether or not a character is allowed to be placed there (transparent means that it can't contain a character, and opaque means that it can).

Creating such an image is simple. Personally, I recommend Piskel or GIMP for this purpose.

Once done, you can start building a wordlist in the wordlist box at the right-hand-side. It should rebuild the word search as soon as you click out of the box. If it doesn't, then you've found a bug! Please report it here.

With the word search generated, you can use the Question Sheet and Answer Sheet links to open printable versions for export.

You can find my word search generator here:

I've generated a word search of the current tags in the tag cloud on this blog too: Question Sheet [50.3KiB], Answer Sheet [285.6KiB]

The most complicated part of this was probably the logistics behind rude word removal. Thankfully, I did't have to find and maintain such a list of words, as the futility npm package does this for me, but algorithmically guaranteeing that by censoring 1 rude word another is not accidentally created in another direction is a nasty problem.

If you're interested in a more technical breakdown of one (or several!) particular aspects of this - let me know! While writing about all of it would probably make for an awfully long post, a specific aspect or two should be more manageable.

In the future, I'll probably revisit this and add additional features to it, such as the ability to restrict which directions words are placed in, for example. If you've got a suggestion of your own, open an issue (or even better, open a pull request :D)!

## Finding the distance to a (finite) line from a point in Javascript

For a project of mine (which I might post about once it's more stable), I'm going to need a way to find the distance to a point from the mouse cursor to implement an eraser. I've attempted this problem before - but it didn't exactly go to plan. To that end, I decided to implement the algorithm on its own to start with - so that I could debug it properly without all the (numerous) moving parts of the project I'm writing it for getting in the way.

As you may have guessed since you're reading this post, it actually went rather well! Using the C++ implementation on this page as a reference, it didn't take more than an hour or two to get a reasonable implementation working - and it didn't take a huge amount of time to tidy it up into an npm package for everyone to use!

My implementation uses ES6 Modules - so you may need to enable them in about:config or chrome://flags if you haven't already (don't believe the pages online that say you need Firefox / Chrome nightly - it's available in stable, just disabled by default) before taking a look at the demo, which you can find here:

Line Distance Calculator

(Click and drag to draw a line - your distance from it is shown in the top left)

The code behind it is actually quite simple - just rather full of nasty maths that will give you a headache if you try and understand it all at once (I broke it down, which helped). The library exposes multiple methods to detect a point's distance from different kinds of line - one for multi-segmented lines (which I needed in the first place), one for a single (finite) line (which the multi-segmented line employs), and one for a single infinite line - which I implemented first, using this Wikipedia article - before finding that it was buggy because it was for an infinite line (even though the article's name is apparently correct)!

I've written up a usage guide if you're interested in playing around with it yourself.

I've also got another library that I've released recently (also for Nibriboard) that simplifies multi-segmented lines instead of finding the distance to them, which I may post about about soon too!

Update: Looks like I forgot that I've already posted about the other library! You can read about it here: Line Simplification: Visvalingam's Algorithm

Got a question? Wondering why I've gone to the trouble of implementing such an algorithm? Comment below - I'd love to hear your thoughts!

## GalleryShare - Share a folder on your computer with a friend

Just yesterday, I was browsing my repositories on both my personal git server (git.starbeamrainbowlabs.com) and GitHub, and I stumbled across a program I wrote a while ago and then completely forgot about. It lets you share a directory of files and pictures via http. The picture above is from the wallpapers folder on my laptop here!

On further inspection, I discovered that it didn't require too much work to tidy it up for a release, so I spent an hour or two tidying up a few things, and here is version 0.1! My, it's been far too long since I've blogged about a release of something on here....

In the future, I might add an optional graphical interface to make it even easier for people to use :D

It's actually quite simple. It's powered by the System.Net.HttpServer class (so Windows users will either need to install mono or give it administrative privileges, which is a real shame) since I originally wrote it before I put the GlidingSquirrel together, though it does have it's own routing system of my own devising.

The pages it serves themselves are actually plain XML files, which are rendered with XSLT by the user's browser. This keeps the content that GalleryShare has to dynamically generate simple, and has the added benefit that it can be generated with C&csharp;'s System.Xml.XmlWriter class. It's practically a browser-side templating system, which also has the added benefit of providing an XML-based API for others to consume.

Thumbnails are generated with C♯'s inbuilt System.Drawing image handling functions - I did initially want to use Magick.NET (C♯ bindings for the awesome ImageMagick library) has the System.Drawing classes appear to be a bit funny about the images they'll accept, but Linux support doesn't seem to have landed just yet.

Are you interested in a more in-depth look at how GalleryShare renders thumbnails, or outputs XML? Perhaps the XSLT has caught your eye. Let me know in the comments below!

## Forgotten Parallax Bicycles

In June last year (that feels weird to type), I created another one of my little HTML5 Canvas demos - this time of some hills that parallaxly scroll with a bicycle on a road. I actually made it as a (birthday?) present for someone I seem to remember - and I even released it on my website here, but I somehow seem to have forgotten to post about it here on my blog, so I'm doing so now :-)

You can find it here: Parallax Bicycle

At the time the bicycle itself in particular was incredibly fiddly to get working right if I recall correctly. The hills in the background are procedurally generated too - they are on a (seamless!) loop and repeat every so often. The seamless part was also interesting to get working right.

## Happy (belated) New Year!

Happy new year! Sorry this post is a bit late - I was busily putting the above together after my last post on browserify. Anyway, I hope that you have a peaceful and awesome new year :-)

If you look up into the sky tonight, what do you see? Hopefully something more-or-less like my latest demo (just more detailed :P). As you can see in the above picture, this time, I've created a canvas animation of a starry sky. The stars even rotate and twinkle, and are slightly dimmer near the bottom-centre of the screen.

Check it out for yourself: Starry Sky

Now all it needs are some fireworks....

For the curious the code is available on my personal git server.

## SBRL Archives: Colour Picker

Since I've been rather ill suffering the after effects of this year's flu vaccination and I haven't finished the next post I was writing for this week, I'm posting this instead :-)

A few weeks ago I went digging through my archives and I found a few gems just lying around, so I thought I'd post about one of the things I found! This particular project is from waaay back in 2013, when I hadn't started University and learnt C# (Thanks Rob :D), and was still learning Javascript.

The project in question (as you might have guessed by the title) is a simple colour picker. You can find it here:

2013 Colour Picker

I've been careful to make only minimal changes to the code before uploading it here (updating comments, switching onload out for window.addEventListener() etc.) - it's interesting to compare my programming style then to the way that I do things now, especially since I was entirely self-taught at that point in time.

Looking back now, there are several things I'd change. For one I'd remove the dependency on functions.js - an early attempt of mine to create a utility library, and rather put each method in a gist and copy the ones I need. For another I'd certainly separate the code that writes to the DOM (and update it to use a document fragment & the DOM api rather than innerHTML) from the code that performs the core logic.

It's also interesting to note that Javascript wasn't actually the language that I started with. My tale actually starts back when I was in my last year of primary school, when I discovered Game Maker by Mark Overmars, which later went on create YoYo Games (It was called Game Maker 7 back then!). After growing out of it, I found its integrated 'programming language', GML. Only after learning that did I start to investigate the technologies of the web - HTML5, CSS3, and then Javascript.

Hopefully this post has been an interesting read - I should have the next regular post ready for later this week :-)

Art by Mythdael