68 entries in Development

Disable password autocomplete in Firefox

Handy little trick to make Firefox behave in a more security-conscious manner

Saturday, December 5th, 2009

Firefox seems intent on autocompleting password fields, whether you want it to or not, which is not good for security if you’re building a web app with “old password / new password” functionality.

Luckily, I’ve found a way to trick it into not doing this.

Simply place a hidden password field, with no name, at the start of your form:

<input type="password" style="display: none;"/>

This seems to trick firefox into thinking that this is the main password field, but as there’s no name it a) doesn’t get set and b) doesn’t get submitted.

Great :)

Documentor – PHP to HTML to Redmine Wiki syntax converter

Easily convert PHP to HTML then Redmine wiki format

Thursday, July 23rd, 2009

Overview

I’ve released what I think is a pretty robust version of Documentor, my PHP > HTML > Redmine documentation app.

These are some of the nice features to make it in:

PHP

  • Classes, methods and properties are now supported
  • Excellent JavaDoc & commenting conversion
  • Automatic grouping of properties based on comments structure

HTML

  • Full or partial HTML generation, with semantic markup, anchors and full CSS support
  • Multiple structural options
  • Generation of sample code

Wiki format

  • Automatic conversion of almost all supported tags, including simple tables
  • Automatic link generation for external and internal links

UI

  • Elegant and easy-to use AJAX interface which remembers your settings between sessions
  • Sample code example included to quickly test all the features
  • Live preview of HTML results

Check it out

It’s now got its own project page, so you can file issues or suggestions there:

http://dev.kohanaphp.com/projects/documentor/wiki/

And the application is here to tinker with:

http://www.keyframesandcode.com/resources/php/redmine/documentor/

I think it’s fairly bullet-proof, but please get in there and test the latest version, let me know what you like, and if you find any bugs.

Check it out online and have a play – I’ve tried to make it super easy, and there’s sample code you can use to get you started. Also, try copying and pasting some of the code Kohana classes in to see what happens!

Comment Headings

Enable easy navigation of code using GIANT comments made up of block characters

Friday, November 14th, 2008

When navigating through large classes, it can be a real pain to find certain bits of code if you don’t have a good IDE. As I often work in Flash IDE and DreamWeaver IDE, I have to rely on comment blocks here and there, with lots of – - – - – - – - – - delimiters, etc. which is an OK start.

However, I saw the PaperVision 3D classes had moved on a step from this, and had rather nice blocks at the top of each script with their logo, made out of characters. Why not extend this idea and actually build a small Flash application to let me build dirty-great big words that I can use in my scripts for navigation purposes?

Comment Headings

Edit the text in the left-hand text box to update the text in the right, then click Copy Text to copy the headings directly to the clipboard so you can paste to your IDE.

Note:Comment Headings works only with mono-spaced fonts! Mac users – you might have to experiment to find the best one.

Firefox 3 users: due to FF3’s mono-spaced font tracking, the characters below may not display correctly, but rest-assured that in the final downloadable utility, and your IDE, the headings will appear just fine.

Demonstration

To demonstrate the differences between a comment-headered file and a normal file, compare the following two files, and see how much easier it is to skim through the one with larger comment headings.

Options

The following options are available to customize your headings:

  • Font – Choose from 12 available fonts of varying sizes and styles
  • Block – Various characters to create the block comments themselves
  • Comment – Various leading-comment styles to suit different languages
  • Delimiter – Various delimiter characters for the

Presets

If you change programming languages / tasks regularly, you can save time by storing oft-used combinations as presets. For example:

  • Input presets – Your most common heading text combinations
  • Output presets – Your most common settings for each language / editor / etc

Presets can be quickly called up by selecting them from the dropdown lists, which automatically updates related dropdowns as well as the output text.

Both Input Templates and Output Settings are stored in an editable text file, presets.xml, which is well-commented, allowing you to add or delete settings to suit your workflow.

To have the utility start with your chosen presets, for example having the MaxScript headings always open, just ensure its entry is first in the input list.

Customization

Once tinkering in the presets file, the following elements are configurable:

  • Comments – Choose the leading comments (//, –, etc) according to programming language
  • Blocks – Choose which characters you want to physically build the words from
  • Delimiters – Choose which characters you want to use to delineate each comment block
  • Fonts – Choose from any of 12 fonts to be available

3dsmax users

In order to display the full-block style of comments, you will need to set up the SCiTE editor to use the extended Unicode character set, and display code by default in a fixed width font. To do so, you will need to add the following lines to your User Preferences file:

code.page = 65001
character.set = 204
font.base = font:Courier New,size:10
font.comment = font:Courier New,size:9

Obviously this is only applicable if you are using 3dsmax 2008 or above.

Download

Kohana: Default controller for serving static pages

Save development time by routing un-routable content to default views

Thursday, September 11th, 2008

A brief overview of the problem

A framework such as Kohana is really useful when serving lots of dynamic pages, as it allows you organise both your thoughts and your code into folders, creating order from what could potentially be chaos, at the expense of having to adhere to a structured way of working, in this case setting up controllers and methods that are correctly mapped from URLs (routes).

Whilst this is necessary for dynamic pages that need access to models, helpers and such like, for static pages that literally just need to be output to the browser, it’s quite a lot of overhead, and your controllers can very quickly end up bloated with itty-bitty “view this page” methods.

What would be great would be some magic method to automatically handle static pages, without having to set up an actual controller and method, that way all you really need to create is the view file, and you leave your controllers folder nice and lean.

Note: this tutorial is for Kohana 2.2. I haven’t investigated how it will work with 2.3 and the routing yet. Please comment if you have something to add!

The Fallback controller

The solution is using a default or “fallback” controller that takes care of serving views from routes that don’t map to an existing controller and method.

Essentially, this new controller kicks in just after the routing has drawn a blank, locates the appropriate view file, then serves it – instead of serving a 404 page.

Step-by-step

Let’s a take a look at how this works in a step-by-step approach from Kohana’s perspective. Don’t worry – it’s actually pretty simple, I’ve just mapped it out specifically so you can see what’s happening every step of the way.

Let’s start with a route

  • The user navigates to a route, lets say /about/company/history
  • Kohana looks for
    • an about controller, with
    • a company method, and intends to supply it with
    • a history argument

Here’s the thing though, because we did’t want the hassle of setting up ALL our controllers with methods just to load views, our about controller doesn’t have a company method! So what is Kohana to do?

Let’s load the Fallback Controller!
Well, normally, a 404 page would be served, but using the magic of hooks, we’re going to give Kohana one last chance to do something before serving that horrid 404 page.

So:

  • The system.post_routing hook kicks in, and due to the way we’ve set up the hook file
  • It loads our Fallback controller, which is designed to do something useful with the route before bombing out.

Let’s have the Fallback Controller do it’s stuff and find the view!
In this case, we want it to attempt to find a view, so:

  • The Fallback controller builds a path from the arguments /about that will (hopefully) map to a view, in this case views/main/about.php, then
  • Attempts to find this view using Kohana::find_file, and
    • if found – loads the view!
    • if not found – serves the 404 page

Summary

Pretty useful, huh? Basically all that happened is

  • Kohana couldn’t find a controller, so loaded a Fallback controller
  • The fallback controller took the route and found a view
  • Kohana loads the view (or the 404 page if the view didn’t exist)

OK, perhaps it’s time to look at some code

Code

You will need to create or edit code in 3 separate places:

  1. Enable hooks in your application’s configuration file
  2. Create a hook file which tells Kohana what to do in the system.post_routing event
  3. Create the actual Fallback Controller that will do the finding and loading of your view files

.

application/config/config.php – Enable hooks in the main config file…

$config['enable_hooks'] = TRUE;

.

application/hooks/fallback_page.php – Add a hook file to the hooks directory…

Event::add('system.post_routing' ,'call_fallback_page');

function call_fallback_page()
{
    if (Router::$controller === NULL)
    {
        Router::$controller = 'fallback_page';
        Router::$arguments = Router::$segments;
        Router::$controller_path = APPPATH.'controllers/fallback_page.php';
    }
}

.

application/controllers/fallback_page.php – Set up a controller to do the business

class Fallback_Page_Controller extends Page_Controller // page controller is my standard page template
{

    public function __construct()
    {

    // the constructor can be omitted if you're not doing anything special,
    // as the parent constructor it is called automatically
        parent::__construct();
    }

    public function __call($function, $arguments)
    {

    // search for a view, and load it if it exists
    // it's up to you how you handle the mapping of arguments to folders here!
        $route =  implode('/', $arguments);
        if(Kohana::find_file('views/main', $route))
        {
            $this->template->content = new View('main/'.$route);
        }

    // display alternative content if not found
        else
        {
            $view = new View('common/404');
            $view->info = array($function, $arguments);
            $this->template->content = $view;
        }
    }

}

Conculsion

So now you should be able to set up a bunch of views, but needn’t worry about building controllers for them if nothing exciting is happening.

The fallback controller will run, will attempt to find a matching view, and if found, will echo it the page. The main thing is – it keeps your controllers folder and classes nice and lean, and you only need to build controllers that actually DO any controlling!

Nice.

Kohana ‘filesystem’ Helper

A robust helper to handle everything file and folder-related within Kohana

Wednesday, August 20th, 2008

Kohana is just an excellent framework to work with, but one of my beefs is that the structure of its bundled libraries and helpers is a little haphazard, missing basic functions you’d expect to find in the core (so you can rely on them when writing modules) omitted!

For this reason, here’s my attempt at a more integrated helper class. It’s somewhat of a Frankenstein’s monster with bits borrowed from Code Igniter, and my own code thrown in as well. Apart from this, it:

  • Adds a few new methods
  • Improves on some existing methods
  • Combines the ‘download’ helper functionality
  • Tidies up various method calls

The methods are:

  • map()
  • get_folders()
  • get_files()
  • delete_files()
  • read_file()
  • write_file()
  • make_path()
  • download()

Download filesystem.php here.

(more…)

“List” struct

Easily create associative array-like structures in 3dsmax

Friday, June 6th, 2008

As 3dsmax doesn’t allow for either associative arrays or dynamically-set object properties, it can be difficult to store unstructured, arbitrary variables.

Sometimes you just want to store lists of name/value pairs, to keep track of a few settings throughout your script, without relying on a host of variables, resorting to .ini files, or custom attributes.

Therefore, I set about writing a basic Dictionary, or List struct, similar to VB and other languages.

Example code

Here’s a really basic example of storing 5 named variables within a List:

names = #("five", "four", "three", "two", "one")
values = #(5,4,3,2,1)
lst = List()

for i = 1 to 5 do lst.addItem names[i] values[i]

So let’s get some data back out:

lst.getValue "two"
-- 2

lst.getIndex "two"
-- 4

lst.getValues()
-- #(5, 4, 3, 2, 1)

Or print the whole lot:

lst.print() -- unsorted

five:	5
four:	4
three:	3
two:	2
one:	1

How about some sorting:

lst.sort() -- by name, alphabetically

five:	5
four:	4
one:	1
three:	3
two:	2

lst.sort field:#value -- by value

one:	1
two:	2
three:	3
four:	4
five:	5

As you can see, it’s pretty straightforward stuff!

Properties and Methods

Properties

  • <array> items <name> <value> – the key/value pairs.
    • Names can be a #name, “string”, or even an index
    • Values can be any MaxWrapper value (i.e. anything)

Setters

  • <ListItem> addItem <name> <value> – adds an item to the List, and if it already exists
  • <ListItem> setItem <name> <value> – synonym for the above

Getters

  • <value> getValue <name> – returns the value of the named item
  • <index> getIndex <name> – returns the index of the named item
  • <name> getName <value> – returns the name of the first item that matches the supplied value
  • <ListItem> getItem <name> – returns the List item corresponding to the supplied name (typically, you wouldn’t use this, as you know the name component already, it’s just included for completeness)
  • <array> getItems() – returns all items as an array of ListItem structs
  • <array> getNames() – returns all names as an array
  • <array> getValues() - returns all values as an array

Clear or delete

  • <array> clear() – clears the lit of all items, and returns the empty ListItems array
  • <boolean> deleteItem <name> – deletes the named item from the list, and returns it
  • <boolean> deleteIndex <index> – deletes the item at the index, and returns it

Utilities

  • <array> sort field:<name> order:<name> func:<function> – sorts the list in a variety of ways, even supply a comparison function (see the max help on qsort)
  • <string> print() – prints the List items to the Listener

Next version

Possible improvements in the next version might be:

  • .ini file integration, with save() and load() methods
  • Support for hierarchical Lists, perhaps getValue #(#parent, #child, #grandchild, …)

Download

Download List.struct.ms here.

Time Stamper – Meshops.attach() Case Study

Monday, May 26th, 2008

Overview

In response to a post on CG Talk, Optimization ideas needed, a few other developers and I us pitched in to help out with ideas to solve a puzzling problem.

The issue was that a loop to attach 7500 objects was taking up to 8 minutes to complete. Where did the problem lie? Was it in the transformation code, the attachment code, or somewhere else?

Well as luck would have it, today’s Bank Holiday has been totally washed out with rain, so I had nothing better to than to do some testing and find the cause, and in the process road test my recently-developed TimeStamper struct.

Approach

After turning undo and redraw off, as well as optimizing the transformation code within the script, which cut a 1000-object test scene’s processing time in half, surprisingly the 7500-object scene was still taking around 8 minutes.

I suspected that the problem may well be in the fact that as mesh gets larger, perhaps it becomes computationally more expensive to add new meshes, seeing as the entire array of points and faces needs to be evaluated every time a new mesh is added. Cumulatively, this could really add up.

I though that perhaps the right approach would be to split the attaching up into phases, using a 2D loop, and I suspected that perhaps the square-root of the total attaches might yield the optimal performance, ie for 10000 attaches I’d perform a 100 x 100 loop, creating 100 intermediate meshes, then attaching them all at the end.

Results

These are the results for various variations of 2D loops, limiting the amount of objects attached per loop. The results are impressive!

  • For 1000 objects, the optimum loop combination was 31 loops of 32, a speed increase of 12 times over a single loop
  • For 3000 objects, the optimum loop combination was 55 loops of 54, a speed increase of 22 times over a single loop
  • For 5000 objects, the optimum loop combination was 50 loops of 100, a speed increase of 28 times over a single loop
  • For 7500 objects, the optimum loop combination was 87 loops of 86, a speed increase of 30 times over a single loop

And yes, the square root approach was most successful 3 out of 4 times.

Here are the results in table format, with the optimum loop highlighted:

1D / 2D loop comparison

Compared to the 1D loop, the 2D loop was 30 times faster on 7500 attachments.

In minutes and seconds, that means a decrease from 6 minutes and 29 seconds to just 12 seconds!

In graph-form that looks like this:

Conclusion

It seems pretty safe to say that in this case, building up intermediate meshes and attaching at the end is the best way to go. It looks likely that adding to already-huge arrays carries with it an overhead that can have an extremely negative effect in a lengthy loop situation.

I’ve no doubt that this approach most likely extends to other mesh / array / hash based computations as well, so splitting up large cumulatively-expensive calculations into smaller chunks could well be a great time-saver in other tasks as well.

So – a shame about the rain, but perhaps a bonus in disguise!

Resources

Transform Presets

Save and restore transformations as presets to objects such as cameras, IK handles, etc.

Saturday, May 17th, 2008

Transform Presets is a pretty simple plugin – it allows you to store multiple transformations of an object (and it’s target, if there is one) in a list, to call up when you like.

You apply it to any object, and it adds a custom rollout to the base object, with a small interface that you can use when the object is selected.

I built it for fun in response to a thread on CGTalk.

Screenshots

Here it is working on a target camera. Note both the camera and target are transformed.

And here it is working with an IK handle. Note the swivel angle is updated as well as the transform.

Download and installation

Download TransformPresets.mzp and then drag the .mzp file onto one of your 3dsmax viewports, which will install the script in the correct directory. Then you can add the script to a toolbar / quad by going to:

  • Customize > Customize User Interface…
  • Then look under the Animation Tools category for Transform Presets

Particle Visualizer and Papervision3D Exporter

A script to visualize particle motion and export particle and camera data to Flash's Papervision 3D

Saturday, May 10th, 2008

Papervision 3D is the latest in 3D development for the Adobe Flash platform. It supports a variety of methods for creating 3D content, from basic primitives, to import via the Collada file format. However, being XML-based, Collada files are pretty huge – getting a 300 frame, 150 particle animation into Flash was creating files that were about 22MB!

After trying various approaches to get animation data from 3dsmax to Flash, Good Technology got in contact with me to write an exporter in Max Script for their latest Papervision job for the Audi RS6 microsite.

The plugin has 2 main functions:

  • Visualize particle motion before export
  • Export particle and camera data from max’s Z-up coordinate system to Papervision’s Y-up coordinate system

More information and screengrabs are available on my portfolio site.

Screenshot

Interface

As with all interfaces I write for 3dsmax, I do my best to provide as much feedback as possible. Note:

  • Group titles are updated with the latest information
  • Dropdowns have an update button
  • Tasks have multiple customization options
  • Progress bars and dialog preferences come as standard

Download

This plugin is not available for download, however please contact me if you wish to discuss custom Papervision3D or any other development.

Time Stamper

A struct to make light work of timing tasks, benchmarking, etc

Friday, May 9th, 2008

This struct basically makes timing things much easier by packaging a few useful methods together.

Now, instead of writing and retrieving timestamp variables, and formatting strings to the listener, you simply call struct methods such as start(), end(), and print(), or see a report of the process with getReport().

Example Code

Create a new Time Stamper, assigning a task name:

ts = timeStamper "Testing"

Time something, and alert the results in a messagebox:

ts.start()
-- your code here
ts.alert()

Benchmark a series of tests, and print the results to the listener when completed:

for i = 1 to 10 do (
	ts.start()
	-- your code here
	ts.end()
)
ts.print average:true
-- Average processing time for 'Testing' was 24.6162 seconds, based on 10 timed sessions.

Methods

Starting and stopping

  • <number> start() – start timing. Returns start time
  • <number> end() – end timing. Returns last timing duration
  • <void> reset() – reset all timing data

Getting results in English

  • <void> print average: <boolean> difference: <TimeStamper> – end timing and print results to listener
  • <void> prompt average: <boolean> difference: <TimeStamper> – end timing and prompt results to notification area
  • <void> alert average: <boolean> difference: <TimeStamper> – end timing and alert the results in a messagebox

For the above methods, the following keyword arguments can be supplied:

  • average <boolean> – returns the average result of all the timed tests since the TimeStamper was instantiated or last reset
  • difference <TimeStamper> – returns the comparative difference between another TimeStamper, in English, e.g.“Test 1′ was 2.58 times quicker than ‘Test 2′”

Getting results as numbers

  • <number> getLast() – gets the last single timed session (alias for duration property)
  • <number> getTotal() – gets the total of all timed sessions
  • <number> getAverage() – gets the average of all timed sessions
  • <array> getDifference difference: <TimeStamper> average: <boolean> – Returns a 3-element array representing how much quicker one time stamper is than another.

The array’s elements are ordered like so:

  1. <number> – how many times quicker the quickest Time Stamper was
  2. <string> – the task name of the quicker time stamper
  3. <string> – the task name of the slower time stamper

Getting results as an Excel-compatible report

  • <string> getReport columns:<array> step:<number> output:<string/name/windowstream/filestream> – gets all timed sessions as a customizable report

The step property defines how many iterations to average/total values for, and defaults to 10.

The columns property can take any of the following name values:

  • #index – the numeric index of the row, e.g. 1, 2, 3
  • #step – the current step, e.g. 1, 11, 21
  • #stepaverage – the average of all measurements from the current step
  • #steptotal – the total of all the measurements from the current step
  • #slower – how much slower the current step was than the fastest step
  • #quicker – how much quicker the current step was than the slowest step
  • #total – the cumulative total from all measurements so far

The output property defines where the generate report will be output to. Values can be:

  • No value – the report will be returned as a string
  • “path/to/file.txt” – a file path. If the file exists it will be overwritten, if not it will be created
  • #window – a new script window
  • <windowstream> – a reference to a windowstream
  • <stringstream> – a reference to a stringstream

Download a report that was built using calls to getReport() in Excel 2007 or in Excel 2003

Properties

  • duration <number> – the duration of the last timed session
  • durations <array> – an array of all timed sessions
  • task <string> – the name of the current timed task

Demo and case study

Check out a case study and download a demo script here:

Download

Download TimeStamper.ms.