Lqd's Journal

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It's actually pronounced liquid!

Uncovering an invisible button on the iPhone, with sound

I’d like to explain the idea I had last summer on how to “add a new button” to the iPhone, thanks to the microphone, as an interaction design mockup. I initially wanted to do that in an article dedicated to interaction design strategies for iPhone games, but it doesn’t look I’ll be able to do that soon, so here goes the 1st of them. It’ll be clearer than 140 characters at a time on twitter.

I thought about this a week after Sonar Ruler (the site was down when I tried to find a link, so here’s a demo on Vimeo) was released. This app made me think of other uncommon uses of the microphone. While using your voice has become a 1st class citizen in the interaction landscape (or close to it) probably starting with Science-Fiction a while back, I was trying to focus on sound in an indirect way, as a side-effect or by-product of the interaction.


The “Sonic Button”

I never really thought about a name for this, but SonicButton and sonic tapping is probably descriptive enough (suggestions are welcome and appreciated).

The concept, as the name and the title of this post suggest, is using the microphone to listen to the sound of interactions with the iPhone, effectively turning it into a button: listen to taps, and especially taps made using a nail. The great thing about this is it works anywhere on the phone: front, back or the sides, the whole surface is available for the interaction. In turn, this allows great flexibility for the users, any finger can be used, in any orientation, you handle the phone regularly and use the finger you want to tap wherever you want. You can even tap with the nail on the screen itself, and not register a finger touch. As I said, the *whole* surface is available for you to use.

Of course, this is applicable to any phone and not just the iPhone, provided it has a microphone (pretty much all of them except the ones used by mimes) usable from an API (far less common). Android comes to mind as an additional platform, and surely you could name others. However, I only tested the microphone behavior on my iPhone 3G.


Mechanics

While I’m not an iPhone or Android developer (yet) I did the best I could to test this theory by using existing applications. I used the SoundMeter app to see how the microphone reacted to this interaction, under different conditions: portrait and landscape orientations, holding the phone with one and two hands, for regular use and games (where the grip is usually different), and in calm and noisy environments.

The typical sonic tap will obviously manifest itself as a short spike in the audio stream. Depending on the noise conditions, where and how you tap (with the nail or a fingertip), the intensity will of course be different, but in a calm room, hitting with a nail, I usually get between 25 and 35 dB for a soft-to-regular-strength sonic tap.

Something interesting happens using a “game grip” (your hands, thumbs and 1st fingers pretty much covering every side of the phone). The microphone is obstructed and picks up sounds at a high level (80-90 dB, out of, what I think the maximum is, around 105dB or so). Even here, with the microphone completely blocked, a sonic tap registers a spike in I believe the same way as people hear their own voice, even when they block their ear canals with their fingers: with sound travelling through the skull rather than from the outside in (note: my biology knowledge is pretty limited, so this might be wrong). Here I think the sonic tap travels inside the phone and the mic picks it up.

This is actually something that can be taken advantage of, in a noisy room, where a sound spike coming from the environment would be considered a sonic tap, you can block the microphone deliberately and still use this interaction.


Analysis

To my eyes, the most interesting part of this is the fact that it allows to interact with something other than the screen. Even though it’s only one button, the fact that it’s a button that can be used without obscuring the view is really nice.

It’s also a discrete and simple event, and in that sense would be far easier to use than the accelerometer for instance (which depending on the use case can be seen as rather imprecise, and breaking down when using it for two dimensions). It’s not that it’s hard to tilt your phone, it’s that it’s hard to tilt just the amount you need to do what you want, (said amount is also app-dependent), whereas a tap is a tap, in every app. Sure, the variety of the environments, of the implementation thresholds can turn this into the same non-deterministic behavior, but a strong sonic tap should generate a high-enough spike to be detected in most implementations. We’ll see.

Just like with the accelerometer, a problem is that it would probably require calibration to match the user’s behavior and environment, even though sensible defaults could be chosen regarding strength, and an app could detect a noisy environment and take appropriate action, be it changing thresholds or notifying the user to switch his grip for instance.

It’s also about as hard to discover as it gets, otherwise I wouldn’t be talking about it. However, I don’t feel discoverability to be such an issue, the usual in-app “tutorial” solves those kind of problems with ease most of the time, and even if it’s rare to see them in utility apps rather than games, any app with a different enough UI offers one.

The initial (really short) learning curve passed, I feel an interaction like this one would be fun and useful, and should offer a great experience to the users, which is what the iPhone spirit is all about.

I would see this being used in immersive apps (like games and such) for local consumption only, ie I don’t think it would be useful to broadcast the sonic tap event over the network, other than maybe if you wanted to do a mini-drums simulator that’d work remotely from the back of your phone, or a human metronome, who knows.


The possible interactions

The most common way to hold a phone is (in my own experience, and limited testing with real people) in portrait mode, with one hand. This can be seen as a vertical handling of the position called “the dealer’s grip” in the card-playing world. In this position, the 1st finger is almost not used for holding, resting most of the time close to the lock button (using the left hand; this button is not located here by chance) or on the back (and probably not lower than the Apple logo) while the others are touching the sides. This is the simplest case to hit the SonicButton, on the back side of the phone. It’s also possible to use the 2nd finger, however it’s not as comfortable, so it didn’t look as good a choice in my tests (I only tested with a handful of people, though). As I said before, letting the users choose will end up naturally on the most comfortable choice and position for them, in practice I found this to be pretty powerful.

Using both hands in portrait mode can happen when the user is typing, on the web or writing a mail or SMS, and only if the user is skilled at typing on the virtual keyboard (the small number of beginners I know type approximatively the same way, by holding the phone with one hand and either hitting the keyboard with the holding hand’s thumb or with the 1st finger of the other hand. The latter being more common, and this also held true for the ones having a phone with a physical portrait keyboard, sliding up or down, or with clamshell phones). In this position, a very interesting situation comes up where you can still use your thumbs but hit the glass *under* the screen, at the left or right of the Home button. I did say you could sonic tap anywhere.

In landscape mode, people rarely use it with a single hand, but it can happen. If the user’s holding the phone and not interacting with it, reading or watching a movie, his fingers aren’t in front of the screen and he can sonic tap on the back. If he’s interacting with the phone, it’s usually with the thumb and here a sonic tap to the sides of the screen around the top speaker or home button, or once again on the screen with the nail only, is doable. In practice, I didn’t see this behavior in my limited testing. Still works if you do use it that way.

When they use the phone with both hands in landscape mode, the grip matters (in blocking the microphone) but basically you can sonic tap with your thumbs on the sides of the screen on the front, or with your 1st fingers on the back of the phone. Using the “game grip” you can also use your 1st fingers on the top edge, or depending on the user’s dexterity the 2nd fingers on the lower part of the back side, close to the bottom edge.

As with regular taps, you can have a multiple sonic taps, even though I suspect filtering will modify the way to detect the following taps.

What’s also interesting with this, is it allows eye-free interactions like a real physical button, even though the environment noisiness could be an issue, a double tap might be the gesture to use. It’s not that interesting in practice because it’d mean an app would have to run when the phone is in a pocket, unlocked, and with the microphone and sound processing the battery probably wouldn’t last long.


Implementation

As this is an interaction concept, the only pointers I could give would be the Audio Queue Services inside CoreAudio, for the iPhone, and also Stephen Celis’ sc_listener which seems to be the perfect candidate for the job.
I don’t know if you can get a live stream on Android, but the AudioRecord, MediaRecorder, and this tutorial certainly could be a start.


In conclusion

This sonic button is closely related to Chris Harrison’s ScratchInput: I actually read his project page when it came out, and I remembered it and looked it up again after coming up with this. The mechanics are roughly the same and use the exact same principles, but in ScratchInput the listening to scratching on surfaces is done via custom hardware (because scratching is a lot softer than tapping), and could be adapted into mobile phones, turning them into passive listening devices (that can broadcast data over the local WiFi network) used to turn a regular surface into a scratch-enabled one; whereas in what I presented here, the interaction is focused on taps and happening on the phone itself (and not a wall or desk) and the input data is actively used by the iPhone and its apps to enable new features. So in my mind, they’re really close and part of the same interaction family, but I wouldn’t say they’re exactly the same.

I’d love to get feedback on the concept, you can me find a twitter.com/lqd.

Mockup for short links on Twitter

And now for something a little different: most if not all of my posts here have been code-related even though a big part of my work and interests are design-related, something with which you might be familiar if we’re friends on twitter

Recently Chris Messina offered a suggestion on how Twitter could better integrate short links.

Chris' proposal


This prompted me to summarize my thoughts on the problem they introduce in the UX. The Twitter Fan wiki page on short links explains those technical and design problems, and lists current practices and alternative solutions, including the one I’ll present here today. Even though I’ll offer several different ideas, they’re sequential in my mind. I see them as different versions of a solution, as part of the design process, rather than different solutions.

For reference, this is how Twitter displays links at the moment.

short links on Twitter right now

The most obvious thing to do is integrate expansion on demand as exists on the Twitter search (ex-Summize) page. The version A is exactly that.

expand Button version A

The version B is a modification I made to make the expansion process secondary (and it’s the one I use at the moment in our own unreleased client, but this will change).

expand Button version B

The expand buttons (possibly underlined) would be slightly transparent in order to blend in better but would have full opacity on mouse hover.
However those 2 versions only show the information you’re looking for when you interact with the expand buttons. This interaction is pure excise.

So, the next version, “With Host”, adds feedforward on the short link by showing the host/domain it points to. It’s only slightly better, but offers reassurance if the site is one you trust and visit frequently.

Showing the domain

However, in my mind short links are a hindrance to the experience and shouldn’t be a focal point in the tweet — the real links are actually more important in the message. The next version, “Inverting the polarity”, keeps the feedforward of the previous version, but shows more info and puts the expanded link in the tweet itself. The short link being relegated to the sideline here.

The expanded link inline

I strongly think the expanded URL shouldn’t be shown fully here, the links people shorten are often huge; they would offer little added value (what can you tell from a 150-character link you couldn’t from a 100-character one), they’d mess up the layout, etc. So only the first X characters would be shown, say 20 or so as I used here, and an ellipsis if the whole URL was cut off.

Continuing in that direction, the last version “Bye-bye short link” removes the obscure short link from the main content altogether.

Bye-bye ugly short link

In those last 2 versions, you could add an expand button (I originally designed the ellipsis to be this expand button but I feel it’d be a hard-to-hit target—even with more space between the link and the ellipsis, which is not shown here—but I don’t think we’d need one, for a simple reason. There already exists an interaction for knowing where a link points to: put the mouse cursor over it, and look in the browser’s status bar. Of course, just adding this to the other versions (including the one Twitter uses) would shed some light on the short link black hole, even though hijacking the status text like this has to take accessibility into consideration.

Of course, a tooltip window similar to Chris’ could be another direction, however I feel that just using “link” could be seen as giving even less information than the already obscure short link.
It could go really well with the ‘Bye-bye short link’ design, where the tooltip window would show the original short link url (and who knows maybe also some stats, even though I suppose they’re probably only used by a tiny fraction of people)

I don’t feel the URL expansion being slow is a problem, provided it’s done *before* showing the tweet in the timeline. Be it on the twitter.com website or in a client, I believe users have no easy way to tell they received a tweet 30 seconds later than they were “supposed to” (this could be the maximum timeout allowed for the URL expansion to succeed). If the link wasn’t already expanded in the tweet (last 2 versions), the Summize style expansion would here be immediate.

Even though my personal opinion has no value compared to user testing, removing the short link altogether is my favorite :) These different versions all evolved into removing it, and this last version represents my current thoughts on the problem.

Shortly after I tweeted this, Chris came up with another redesign blending several ideas. I’m happy with the direction and feel we’re getting somewhere interesting.

Chris' redesign

I’d love to get some feedback, tweet about this using the #shortlink hashtag. You can find me at twitter.com/lqd

Custom GLSL/HLSL pixel shaders for Java2D, Swing & JavaFX

Introduction

Welcome to part 2 of our experiments on hardware accelerated effects in Java. Today’s weather forecast: 70% chance of… pixel shaders.

Remember last time, when I said I wouldn’t probably do custom effects and would wait for Sun to provide it to us ? Well…

I lied.

Actually, I changed my mind, but let’s not argue semantics here :]

We’ll see two things in this article. First, we’ll generalize what we did last time and get something usable from plain Java2D, and use that in our Swing support classes. And secondly, I’ll show you how to make your own custom effects/pixel shaders in GLSL & HLSL.

Before we start, a disclaimer: like a lot of the things I do around here, this is going to use some internal APIs, so 1) they might change in the future, 2) I might use them badly (as I think I did in the previous article, it should be cleaned up now hehehe) – 3) there are some things I don’t understand in the APIs, after all there’s so much I can do with undocumented bytecode and without the source really, 4) all this is possible thanks to an ugly hack I won’t bother explaining, because it’s not really interesting.

That being said, I did my best to hide the ugliness behind easy to use API. I can’t be sure this code will work in future releases of Decora, or if it would be doable to adapt it then, though. If that happens, let’s hope Sun provides an officially supported way for custom effects and pixel shaders (which could be as simple as giving access to decora’s compiler and JSL, as I said last time).

Java2D & Swing

There are now 3 ways to use decora effects: 2 for Java2D, and one for Swing with help from JXLayer (which, of course, uses the Java2D ones).

The first one is DecoraEffectRenderer and allows you to draw an Image with an effect applied, on a specific Graphics. This class delegates rendering to some decora utility methods I found not long ago (and might not have been present in decora when I initially wrote this experiment, last december), and renders manually when those can’t be used (“context hijacking”, which I use in the JXLayer support – ie when applying effects on non Java2D-managed images). It contains 3 or 4 drawImage methods (that mirror the ones in Graphics2D). The second one is DecoraEffectImageOp, which as the name suggests is a BufferedImageOp implementation. Those two classes should help you use decora almost like you use Graphics and software effects today in Java2D, so pretty familiar territory for you if you’re reading these lines. The last class is the JXLayer DecoraLayerEffect, from last time, but now just uses a DecoraEffectRenderer internally.

Custom effects / pixel shaders

And now on to the good stuff. Even if the basic concept was easy to code after I got the idea on how to do it, the longest part was coming up with a coherent API I wouldn’t mind using, making sure it worked with GLSL, HLSL, on windows and linux (both using java 6), and so on (unfortunately i couldn’t test on a Mac, I have hopes it will work there, but I have no idea – I think the closest i can get to the Mac environment is java 5 under linux, but decora/JavaFX only run on java 6 there, since they rely on the RSL).

I also want to note the work I did here needs signing in webstart, a requirement I have high hopes of removing when Decora/JavaFX 1.2.1 is released, because of a bug that was recently fixed there. Unsigned webstart is not really a hard requirement for me, but it might be for you. In any case, the method I use for hijacking shaders into decora works unsigned; some files will need to be moved around, but I think that’s basically it. We’ll see how it goes when I can test it, and see if i’m right.

As I said last time, decora has a number of backends because it runs on quite a diverse set of platforms/hardware/software/gpu drivers/etc. What I did here is basically a small subset of what the decora compiler does: only for the gpu backends, and requires manual coding. With JSL you’d code a single file describing your effect, and have the compiler generate all the support classes; here we’ll need to do “everything” manually, and I’ve succeeded in making this task pretty small: one java file, and two pixel shaders, for OpenGL & Direct3D – and of course one of those might be optional, depending on your target platform. For an effect called X, you’ll have in the same package X.java, X.glsl and X.obj (compiled from an HLSL file, using the fxc tool that comes with DirectX SDK)

Let’s see how to make a custom effect. We’ll stay at the global overview level, assuming you can read my code, samples and demos for down and dirty specifics if need be.

As JFXLayer has shown, we’ll need a class extending decora’s Effect. Here to create your custom effect, you’ll extend a helper class I did, called, you guessed it, CustomEffect. And it’ll basically look like this:

Custom effect structure

public class BlingBling extends CustomEffect<BlingBling>
{

// TODO: insert bling here

// ----- Bling controlling -----

@Override
protected Class<? extends ShaderController<BlingBling>> getShaderControllerClass ()
{
        return BlingBlingController.class;
}

public static final class BlingBlingController
   extends Abstract/*Stuff we'll talk about later*/ShaderController<BlingBling>
{
    public final void updateShader (BlingBling effect, Shader shader)
    {
        shader.setConstant ("bling", effect.getBling());
    }
}
}

Hello less-readable-but-safer-because of/thanks to-generics code. Most of this will be generated by your IDE anyway.

The BlingBling java class is the effect implementation. You’ll create instances of this, pass them to DecoraEffectRenderer or DecoraLayerEffect, set parameters, variables and so on. The inner class is the shader controlling part, ie setting variables on the shader, whose values are coming from the BlingBling effect itself. Pretty clean and simple for something that’s quite complicated if you think about it really.

Shader controlling and the shader itself

The shader controlling is grouped by the number of samplers the shader uses: 0, 1 or 2 – because that’s the way decora does it. The shader controller will most of the time extend Abstract[NumberOfSamplers]ShaderController: AbstractZeroSamplerShaderController, AbstractOneSamplerShaderController, AbstractTwoSamplerShaderController. The whole hierarchy is more complex, there are other abstract classes and interfaces you can extend/implement, those are the ones that provide the most help, but you can read the code and figure this out yourself, it’s pretty simple.

Let’s start with what’s common between all of them, the shader structure itself. I won’t obviously explain anything about coding pixel shaders here, and only focus on what’s needed to use and create your own.

I’ll say that there’s more flexibility when using GLSL code – because they can be parsed, composed, and messed with at runtime, which is not easily doable with HLSL – and I’ve called this “prettify-ing” the shader. A “pretty” decora GLSL shader will look like this, a regular GLSL shader:

// bling related variables and samplers

void main()
{
 // bling computing using the mentioned variables and copious texture2D calls

 gl_FragColor = bling;
}

While a real decora GLSL shader actually looks like this:

uniform float jsl_pixCoordYOffset;
vec2 pixcoord = vec2 (gl_FragCoord.x, jsl_pixCoordYOffset-gl_FragCoord.y);
uniform vec2 jsl_posValueYFlip;

vec4 jsl_sample (sampler2D img, vec2 pos)
{
    pos.y = (jsl_posValueYFlip.x - pos.y) * jsl_posValueYFlip.y;
    return texture2D (img, pos);
}

// bling related variables and samplers

void main()
{
 // bling computing using the mentioned variables and copious jsl_sample calls

 gl_FragColor = bling;
}

As you can see there’s a little more boilerplate, and the helper classes basically turn the pretty GLSL shaders into the regular ones. Prettifiying GLSL shaders is optional (but is set to true by default), and also comes with a perk, you don’t have to tell the shader controller the names of the samplers (unless you want to or need to control the IDs), something you have to do with regular decora GLSL & HLSL shaders.

The HLSL shader will look like this skeleton:


// bling related variables and samplers

void main (/* TEXCOORD0 UVs for each sampler */, in float2 pixcoord : VPOS,
   inout float4 color : COLOR0)
{
 // bling computing using the mentioned variables

 color = bling;
}

This is how you’d compile that last HLSL shader to an obj (you could use another file extension if you wanted to, like the more common .ps – but decora uses .obj and that would be mandatory for sandboxed access, so I’ve let it be the default): fxc /nologo /T ps_3_0 BlingBling.hlsl /Fo BlingBling.obj

Now you know why decora (and thus JavaFX) requires a graphics card that supports at least the Shader Model 3.

*-sampler shaders

Let’s look at the different types of supported shaders & shader controllers, what they are useful for, and talk about the included samples, which will show you the exact pixel shader structure you need to follow here.

One-sampler shaders are probably the most common ones, as they represent the kind of effects used in image processing. I provided a sample effect, a basic clone of the SepiaTone decora effect, imaginatively called SepiaToneClone. [Abstract]OneSamplerShaderController offers a way to get the sampler’s name, and whether it is using bilinear or nearest neighbor filtering. To give you an idea, in Decora, the blur, brightpass, and color adjustment effects are all effects using one sampler effects. These shaders would be useful if you wanted to implement some image processing effects for instance, such as the ones you find in Jerry Huxtable’s jhlabs filter library.

Two-sampler shaders, most of the time either mix the two source images, or use one as parameters to apply an effect to the other input image. [Abstract]TwoSamplerShaderController also provides a way to get the samplers’ name, and the filtering to use. Examples of these in Decora are the various Photoshop Blend modes and displacement map effects. I provided a sample effect for that too, which is a clone of the multiply blend mode. These shaders would be useful if you wanted to implement transitions effects for instance, such as the ones you can find in Jeremy Wood’s transitions/transitions2d library.

And lastly, zero-sampler shaders. These, I think, would be the kind of shaders you’d use for procedural textures, like the ubiquitous checkerboard or brick patterns, or the Mandelbrot/Julia fractals for instance, up to the more modern procedural shaders you see in some farbrausch productions (like .kkrieger/.theprodukkt), the game Spore, or the Substance Air tech from my compatriots Allegorithmic. In practice, however, and the reason why I just said “I think” is because you’d probably need UVs for anything worth looking at, and I’m not sure if that’s provided in decora here, since there are no zero-sampler effects in the whole library. That’s why I didn’t provide any sample here, and I started doing my own procedural shaders using one-samplers. So your mileage may vary here.

The java code for the effects, shader controllers & glsl and hlsl shaders (provided in the zip at the end of this article) will probably need to be looked at in more detail to really be able to make a custom effect, but the basic principles have all been described here, and you should be good to go.

Animayshion, man

While the pixel shader support is blazing fast for static images/UIs, be sure to test your target platforms thoroughly if you’re intending to animate those effects, there’s a lot of image data moving from the cpu to the gpu and back here, complicated effects become slow on big images or live UIs because of that. With great power comes great responsiblity, as the great philosopher once said – or maybe it was spiderman, i’m not sure.

I think/hope that the Prism renderer, coming in the next JavaFX release, will solve that. The public info on this is that it will add image caches for any node in the scenegraph: those being on the gpu, animations and pixel shaders should be faster. I’m not sure however that it will allow custom shaders, I doubt it to be honest, and this is part of the reason I changed my mind and coded it myself, however bad and inefficient my code would be – taking into consideration the conditions under which I’m doing this. Plus, Flash (in a sense) and Silverlight already offer this, and I find this lacking in the Java world – Java2D/Swing, not JOGL obviously.

JavaFX support

As for JavaFX support, I’ll start with another disclaimer: I don’t do JavaFX script at all, so take this code with a pinch of salt; if anyone wants to improve it, or correct it because it’s most likely bad, let me know (not to mention I mostly succeeded in crashing the openjfx compiler with those 10 lines). It works like this, you do what’s needed for general java support, and also create a JavaFX class extending my javafx.scene.effect.custom.CustomEffect, to specify and control the custom java effect. This will allow you to use your JavaFX effect like the regular ones.

An example JavaFX effect using the SepiaToneClone sample effect:

package javafx.scene.effect.custom.sepia;

import javafx.scene.effect.custom.CustomEffect;

public class SepiaToneClone extends CustomEffect
{
    public var level : Float = 1.0 on replace
    {
        delegate().setLevel (level);
    }

    protected override function createDecoraEffect() : com.sun.scenario.effect.Effect
    {
        return new org.hybird.decora.effect.sepia.SepiaToneClone();
    }

    function delegate() : org.hybird.decora.effect.sepia.SepiaToneClone
    {
        return decoraEffect as org.hybird.decora.effect.sepia.SepiaToneClone;
    }
}

Crappy demos

I can’t write an article without demos, you know that by now. Unfortunately, they won’t be particularly impressive today, since the point of the article is to show how *you* could do pixel shaders. The sample effects I coded, being mostly clones of existing decora effects, won’t be really new obviously. In any case, here they are, the first one uses the decora renderer to apply a clone sepia color adjustment on a screenshot of the displacement map test demo I talked about on twitter.

ImageProcessingDemo

Launch the Image Processing demo


The second uses the JFXLayer decora effect and is once again a simplified version of JXLayer’s LockableDemo. Here, a gaussian blur & the clone sepia color adjustment are applied on Swing UI when locking the panel, using the blend multiply clone.

SwingUIDemo

Launch the Swing UI demo


And the last one, is a JavaFX text label over a blue rectangle to which the sepia effect is applied. Clicking will lower threshold. Seriously impressive stuff, i expect George Lucas to call me for help on the next Star Wars, based purely on the aesthetic of this last one. True story.

JavaFXEffectDemo

Launch the JavaFX Effect demo


(Famous) Last words + Download

Of course I wanted to provide more polished demos, with a GLSL editor to play with, for instance, but this article is already getting too long, and I don’t have any more time to make it shorter, or longer – I want to finish it quickly to keep my incredible one-post-a-month average.

Some time in the future we’ll probably see how to make a custom effect that’s actually useful, most likely from one of the “These would be useful if” ones I mentioned here, a transition for example. *Those* would be/will be worth demoing.

You can find the whole project here, with all the support classes, samples, shaders, etc (the whole shebang is under BSD as usual).

Till next time, take care. By the way, you should follow me on twitter here.

PS: this is why I only post once a month, I think I actually aged while writing this 2500-word long article :]

Hardware Accelerated Effects in Swing with JXLayer and Decora

Update (August, 31st): I released version 0.2 of this library, fixing a couple of problems, and adding the possibility of making your own custom pixel shaders. You can find the second part of this series on pixel shaders here.

The Olive Branch

A lot has been said about Swing and JavaFX recently, in a seemingly unending flame war between fans of each side. Both have merits and flaws, and as you’ve seen over time, i’m advocating a 3rd way, which i decided to pompously call The Olive Branch for no reason whatsoever, which is using the best of both worlds.

The plan is to use, directly from java, scenario and decora -the graphics libraries that power the javafx runtime, and which i love probably more than my girlfriend, but don’t tell her (: – (btw if you don’t like crappy jokes, you better stop reading now, and grab a taco or something) . Of course, things have changed since their release, what was once an open source public API (albeit destined to change heavily) is now an internal proprietary one, which means danger, will robinson. So, the plan is to have the community build things that are so cool, and innovative, that Sun will allow us to do just that and make scenario/decora public and usable from java, as they said they would, like with a jnlp extension or something. I think when things have stabilized a little, they’ll get to it. But at the moment, i have succeeded in doing that, at a level of 2% (and i’ve mailed Sun telling them everything i’ve done with scenario in the last 18 months – which is quite a bit in retrospect). Let’s see if we can crank that baby up.

Introducing jfxlayer

I’ve started this a long time ago, i wanted to help people use scenario and decora in swing, not only in a pure scenario scene as with Scenile, but from regular, real world swing, because some tasks are better handled by scenario and decora, and vice versa. The best of both worlds. I never got around to releasing it because i haven’t gotten to a satisfying point in this endeavour (+ i’m lazy), i’ve just planned the whole shebang, and coded the first little step, how to use hardware accelerated decora effects in plain old swing. It’s like 30 lines of code, that i kept in sync with every JavaFX release. I’ll get to the other planned features eventually, in the meantime, here’s the result of this piece of work. Hopefully, it’s interesting enough for regular Swing java users, or more “exotic” ones, like them groovy folks (:

It’s almost nothing code and work-wise. However, this opens a *huge* realm of possibilities for swing apps, and i hope you’ll see that too.

The concept is simple: add decora’s effects to the BufferedImageOps effects that jxlayer allows.

Decora. OpenJFX. JXLayer. JFXLayer.

Decora ?

Decora is Chris Campbell’s baby, if you don’t know who that is, you can stop reading now, bye. This library is arguably the smallest, the easiest to use and most powerful one you’ll ever come across if you’re dealing with effects, image processing, and shaders. A decora effect is made with a JSL file (Java Shader Language) which is basically a mix between Java (in order to get/set parameters and control the effect) and GLSL/HLSL ie, a generic high level OpenGL/DirectX shader language. This JSL file is then “compiled” (by a code generation utility) into a specific effect for each supported backend. The backends are mutually exclusive branches of code that target a specific architecture/3D API, etc. Depending on your software and hardware configuration, decora will choose the backend that will perform the best on your computer, whether you’re on windows mac or linux for instance. You have a regular “software” backend in pure java, one using JNI, one targetting OpenGL, another one OpenGL ES2 for mobile devices, another one Direct3D, and one targeting Prism, the next gen JavaFX graphics renderer, which will allow 3D and more perf, which is about as far as everyone knows. Back in the open source decora days, i’ve also written a backend myself, which multithreaded the regular Java backend, so that effects would use all your available cpus/cores.

All that from one tiny JSL file, they really are small, check the old open source version you’ll see. For the user, it’s of course transparent, you create an instance of the effect you want, and use it, decora handles the rest behind the scenes.

Sure, there aren’t that many effects yet (in fact there haven’t been any new ones since it was released, the work is done on the architecture, perf, backends, for the existing effects, which is very logical if you think about it) compared to, say, what Jerry Huxtable offers in his jhlabs filters library. In practice, it’s enough, for instance you have blurs and shadows, a perspective effect (think coverflow), color transforms, etc and a way to mix and chain all of the effects. If we had access to the compiler (or if we reverse engineered and forward ported that to the open source version) we could add new effects, but it’s not the case anymore. I think it’s doable if you really want it, especially for GLSL shaders which’ll be very interesting once Prism is released, if the compiler isn’t available at that time. I haven’t felt the need to create new effects until this week where i needed a better displacement effect than the one provided. So we’ll see how it goes but i’m not planning on doing it anytime soon.

How do i use it in swing ?

Enough about decora. In your Swing app, use JXLayer, and use the JFXLayer effect bridge with stock decora effects. It’s very simple:

BufferedLayerUI ui = ...; // your regular JXLayer LayerUI
Effect decoraEffect = ...; // your regular decora effect
// like GaussianBlur, Bloom, DropShadow, etc
ui.setLayerEffects (new DecoraLayerEffect  (effect));

Compare that with using JOGL and pixel shaders directly as Romain did in the Filthy Rich Clients book (the sample is like 500 lines long, and which are mostly low level code for setting everything up for rendering, here it takes 5 at most, thanks Chris!)

Demos. Finally! I’m as tired reading this awfully long blog post as you are writing it

I know you’re all about demos and eye candy, and today, i have 3 of them for you. Not one, but three, and if you call right now with your credit card number, i’ll add a set of Ginsu2000 knifes for only 3 easy payments of 9.99$, they can cut a shoe, you know ?

Since this post is about hardware accelerated effects, you’ll obviously need a decent graphics card with up to date drivers.

basicdemo

Launch the basic demo

The first one is pretty basic, it’s two buttons. Pushing each one starts an animation (using the same code that powers the eMotionBlur demo of last time) that progressively blurs the component (but remains live). The button on the left is using a jhlabs blur filter, while the one on the right is using decora’s one. At the default size, it’s really close, but maximize the window and you’ll see the difference, and possibly start to envision the possibilities this offers. Who knows maybe it can be used to power screen transitions (even though i’m still not fully satisfied with the perf yet – maybe Alexander Potochkin, or Dmitri Trembovetski can help us out here, pajalusta (or whatever it’s spelled in cyrillic (: – you’ll see it’s decent enough for me to release it) – Mark, you can keep us updated on that (:

lockabledemo

Launch the LockableUI demo

The second one is a modified demo from the JXLayer distribution, using the LockableUI, here also you can compare blurs. On my machine it’s almost instantaneous with decora.

twimber2demo

webstart

And finally the 3rd one is a modified version of Twimber, my tiny twitter provider for Kirill’s great Amber project. I’ve hacked animated blooms, blurs, and color transforms into it in a matter of an hour, where it would have probably taken me days fiddling with jogl. Bear in my mind this demo is *heavy* with animated effects, and absolutely not optimized at all (for instance the repaints are too big, the effects target components that are too big, etc) and might run slowly (it does a little on my machine) or quite possibly crash your vm (which it does on another machine, probably a bug in my graphics card driver that crashes everything), plus there are some deadlocks somewhere between Amber and the latest releases of Trident, that i haven’t tried to remove, maybe Kirill can help us with that, if need be. If that happens, you can only close the webstart window by killing the process, sorry about that, guys. Hopefully, we fixed the problem, it stll won’t be optimized though ^^

Is it safe to use ?

Sure, using internal APIs is going to be a pain in the neck, it already has been for me. But, all in all, Decora’s API did not change much in the last 18 months, and especially not the effects’. And as the saying goes, no pain no gain. Plus they work fine with JavaFX 1.2 and JFXLayer right now, you don’t have to use the next version if you don’t want to have to modify them.

Downloads and source

Update (August, 31st): As mentioned earlier, I released version 0.2 of this library, fixing a couple of problems, and adding the possibility of making your own custom pixel shaders. You can find the second part of this series on pixel shaders here. I didn’t change the code linked here for archive purposes though.

You can find JFXLayer here (zipped source project + demos), and twimber2 here (zipped source project).

Let me know what you think, if the demos run well, or whatever in the comments, or sooner on twitter.

Animation speed and dynamic motion blur in Swing with JavaFX’s Scenario

Introduction

In the last article about triggers, i mentioned a use case which was very interesting to me, and would allow handling the motion blur automatically in an animation. This pretty simple addition, as you’ll see, makes a big difference in the dynamism and realism of an animation. Let’s see how to do that. And of course, there’s a hopefully cool demo+source that comes with it.

Speed (instantaneous speed) is easy to calculate: it’s a delta between two values, divided by the delta of time it took to get from the first to the second value. (We often think of the values in space, for motion, but this formula ca be applied to any dimension, since it relates to the speed of any change). Cue timing events, and all you have to do is find the difference between the last value of the property you’re animating and the current one, and the difference between the times at which the events occured.

float delta = Math.abs (currentValue - previousValue);
long deltaTime = elapsedTime - previousElapsedTime;

float speed = delta  / deltaTime; // speed per ms

I said it was going to be easy! Plus i’ve built a speedometer class to help you with statistics, filtering events, and calculating the speed.

Once you have the speed, you need to find a way to use it. What i wanted was a relationship between that speed, and the motion blur itself: the faster the animation, the bigger the motion blur radius.

We’ll tackle the specific speed trigger next time (because i thought about it a little more, and the concept is pretty powerful. Triggers shouldn’t be in an animation library but directly in the core libraries or in a ui tk, at the very least, so next time we’ll see what i came up with), today we’ll use a component of that equation to make a fully dynamic motion blur: we’ll use the delta values as a basis for the blur radius.

Demo

The demo looks like originally like this.

The basic demo

Not much going on. There’s a white surface on which the animations take place. It comes with 3 presets. Each preset launches an animation with a different duration and spline interpolator (which changes the speed for each one), the text goes from top to bottom. You can also click the surface, and the text will smoothly move there, motion blurred and all (look at the code to know how to calculate an angle involving a mouse click).

You’d be impressed by how fast a little animation goes; in the demo, some of them go from 0.3 to 29k+ pixels per second. Obviously with that much of a gap, it’s almost impossible to get to a good looking animation by hand coding and eye balling. I had to build a little editor to make the presets i just talked about. It’s activated by clicking the “animation editor” button, no kidding, and looks like this.

emotionblur-editor

The editor obviously allows you to change everything in the animation, from the text, its color (using jeremy wood’s colorpicker), font (using connectica’s font picker), the motion blur settings (used here by the play button, or when clicking on the white surface), to modifying the spline interpolator (using a slightly modified version of the one romain guy did in the timingframework, to adapt it to scenario and other things) by dragging the round anchors or using the template selector, and also allows you to see the actual graph representing the animation speed, if the animation were to be run with the current settings.

Try the demo, i think it’s cute, note however that hardware acceleration is going to be a must-have here. There’s really no way you can animate a 60px radius blur effect smoothly and easily without it

webstart

Download the source (zipped eclipse project) here. The stuff i wrote is under BSD as always.

PS: The demo is using the scenario library that powers JavaFX. I’ve used the recently released version 1.2, which should work on all platforms, but i’ve only tested it under windows and linux so your mileage may vary. The demo’s name was in direct relation to the mythical 4th preset (which you can see in the screenshots but only try if you download the code), blurring emotions as well as pixels on screen, you can think of that as poetry if you will.

My own emotions were actually blurred too when updating to v1.2, since a lot of things i relied upon in the scenario framework since its public release 18 or so months ago, were either moved to fx script or removed altogether. I’m slowly bringing them back to life, piece by piece, i’ll make a post about using scenario 1.2 in java in the near future, and maybe win the 500$ sun is offering for their latest blog challenge in the process hehehe (:

Let me know what you think here or on twitter.
See ya.

Swing event triggers for Trident animations

Trigger happy ?

Starting and stopping animations is usually related to events occuring somewhere in your ui. Writing those event listeners can be verbose and tedious at times. Chet Haase (one of the great, we miss you buddy) solved this problem in his TimingFramework animation library by providing a small core of extensible classes dealing with events: triggers (example here).

They allow you to say: start this timeline when the user interacts with this button, or start this timeline when the mouse enters that component and reverses it when it exits, and so on.

While testing Kirill’s Trident library, i thought this feature could be nice to have, so i ported Chet’s trigger code over to support it.

Meet the cast

Triggers are useful for one-shot events, like action events, but some events have an “opposite” event (pressing and releasing the mouse, entering and leaving a component, etc). The good thing is you can create an “autoreverse” trigger that will play the timeline backwards when this opposite event occurs: the values will smoothly be animated back to their original value. This is great for hover animations for instance.

Almost all of the original triggers have been ported except for the ones that didn’t make sense in this new context (TF uses triggers on animations to group them, in sequence or in parallel – eg start this animation when this one stops – and Trident supports that use case with timeline scenarios, so i didn’t feel they were needed here, feel free to comment on those)

Specifically, the supported event triggers are:

  • Mouse triggers: enter, exit, press, release, click
  • Action triggers: supporting actionPerformed
  • Focus triggers: gain, loss

The How

In the zip file linked at the bottom, you’ll find the simplest Trident demo modified to show how you’d use triggers. With that, the javadoc and the simple API, everything should be self explanatory.

Here is the one liner you just need to write to have a hover animation – while the mouse is over a button.

MouseTrigger.addTrigger (button, timeline,
    MouseTriggerEvent.ENTER, true);

And here’s the one starting a timeline when the button is pushed.

ActionTrigger.addTrigger (button, timeline);

Pretty simple. Thanks Chet ! (:

In the future, it might be possible to have triggers apply automatically to the object you’re animating. I’m not sure you can get that object back from the timeline right now, but it could be interesting to have for this very reason, and also to have callbacks that know about the main object without needing to give it to them (saves some code for repaints for instance). We’ll see with Kirill about that.

Extensibility, and porting existing triggers

Triggers are definitely an interesting concept, and the better thing is they can be extended easily. Maybe one could need triggers for other events. Feel free to ask, or do it yourselves (and maybe we’ll backport them to TF too, then).

For instance triggering animations on mouse wheel or drag and drop events, property changes, or maybe virtual events resulting from other changes. Those could be really useful for saying: start this animation when the mouse dragged this widget more than 10 pixels to the left, or my favorite (kinda hard to do at the moment, but i’m working on it) fade in and grow the radius of this motion blur when this widget is moving faster than x pixels/second and reverse that when it slows down (Those are the kind of features you usually only see in SFX tools like After Effects and the like, and i’d love to have that kind of power in Java too).

If you have an existing TF trigger, or if you find one you like on the intertubes and would want to use it with Trident, about the only thing you’ll need to do is replace the references to TF’s Animator to Trident’s Timeline, and that should be it since i’ve kept the API exactly the same (except renaming the focus constants, a subjective change, i thought FocusTriggerEvent.GAINED was more natural than FocusTriggerEvent.IN, could be better as FocusTriggerEvent.GAIN since the mouse’s are MouseTriggerEvent.ENTER and not ENTERED for instance, definitely something we can talk about). Let me know if you run into problems.

Creating one should be really easy too, just looking at the code for the core ones should convince you of that.

Okay, i’m sold, sir, where do i sign ?

Binaries here, source here (eclipse project, also includes the latest available trident jar as of right now, rev 42), sign here, credit card there, thanks mam and have a nice day.

As you probably know if you’ve read my previous posts, i’m more involved with Scenario at the moment (the über cool java thingy hidden under the arguably less cool javafx script thingy in the javafx runtime) and its animation support (based on evolving TF). However, I strongly encourage you to look at Trident, and its demos (+ Amber and Onyx) if you plan on adding animations to your java/swing apps (which you should, for basic usability reasons – hello, transitions! – at the very least).

Both Trident and TF are great animation libraries, the advantages Trident has, even though it’s probably less mature, is that the project is alive (TF’s state is not really clear, dormant, dead, spending spring break in Cancun, i don’t know), has some features TF is missing, and that it’s made by Kirill. TF’s are that it’s older and for that, probably used more, it has features Trident is missing, is more documented (the most recent doc is in a book, printed on real paper ! but you have to pay for it) and is made by Chet. Scenario’s animation support is good but has problems, mainly the license and the fact that it’s dead for the open source version, and the license and Oracle in the picture for the proprietary version (+ it’s proprietary i just said it).

So, triggers huh ? Hope you like it, see you soon (with something totally unrelated), or sooner than that on twitter.

xoxoxo
Rémy

Hacking Jersey/JAX-RS to run RESTful web services on Google AppEngine/Java

Update: this article is about Jersey 1.0.2, i’ll update the modifications i made for the 1.1.0-ea version soon.

Jersey doesn’t run out of the box on GAE, and since i can’t wait for a new release to try RESTful services on AppEngine/Java, let’s modify its servlet container so it will at least run basic samples.

I really find Jersey/JAX-RS compelling, while others think it could be the ultimate framework, and with all the recent buzz about the AppEngine platform, i wanted to try and make the two meet, grab a little dinner, a glass of wine or two, and make sweet web service babies. That didn’t go as easily as I planned, but after a little hacking i was able to run basic examples, which is probably enough for now, until a later release fixes the issues.

In this post i’ll describe what i did to make Jersey’s basic servlet example work (ie. what i broke) and provide you with the code (code + binary here) so you can try it on your own.

AppEngine runs a tight ship with strict security policies, which caused most of the errors you get using Jersey: classes you can’t access inside their sandbox. I’ve done my best bypassing those errors, and in doing so i actually removed and broke features, some of which i know about, the others, well, i don’t (:

The people following my twitter stream know i learned the hard way that the dev server google provides with its eclipse plugin doesn’t enforce the same security policies as their appspot servers (why is that is a question to which i don’t have the answer), and the kicker is that Jersey runs fine in their dev server….

The first major error you encounter is related to javax.naming.InitialContext, the second one to JAXB binding for WADL generation. I removed both the WADL pregeneration and root resources registration in the JNDI context. I don’t care much for WADL so it’s not a big loss anyway, however i’m not totally sure how the JNDI context is used inside Jersey. This might break something more useful.

A couple more classloader errors, and other tiny issues, and we’re good to go.

Here’s how to make the Jersey basic servlet sample (simple-servlet) run on AppEngine (which you’ll be able to see here for a little while, if you want to test it. It comes with a little ajax ui changing Accept headers, choosing resources to test, etc)

Create a GAE using the Google plugin for Eclipse, add the jersey jars into the war/WEB-INF/lib directory (i used the jersey archive found here to get Jersey, its dependencies and the samples), while you’re at it also add the modified jersey servlet container there, jersey-appengine-container_0.1.jar found in the linked zip file.

Add the modified servlet (org.hybird.appengine.jersey.container.ServletContainer) to web.xml:

<servlet>
        <servlet-name>Jersey Web Application</servlet-name>
        <servlet-class>org.hybird.appengine.jersey.container.ServletContainer</servlet-class>
        <init-param>
            <param-name>com.sun.jersey.config.property.packages</param-name>
            <param-value>com.sun.jersey.samples.servlet.resources</param-value>
        </init-param>
         <load-on-startup>1</load-on-startup>
    </servlet>
    <servlet-mapping>
        <servlet-name>Jersey Web Application</servlet-name>
        <url-pattern>/resources/*</url-pattern>
    </servlet-mapping>

Now you can take the simple-servlet sample, copy its index.html in the war folder, and java source files inside your src. And if i remember correctly, that should be it ^^ and you’ll get the same app as i have.

Since Jersey has so many features (a lot more than the JAX-RS spec would let you believe), i haven’t had the time to test a lot of them yet, and i think other security exceptions are probably waiting for us.

Fun Friday Trick: Generics type inference + static imports = don’t wait for Java 7

Welcome to another fun edition of fun friday on a fun monday.

Today, we’ll see a very simple trick, that uses the regular generics type inference with a factory method and static imports, to make generics more readable.

Reading the java 7 language “pre” proposals (from polls and all), and especially the one about adding more type inference on generic objects construction, i remembered a very simple trick i stumbled upon years ago.

What if you named your factory method as a constructor and imported it using the static import feature ? Turns out, i kinda like how it cleans up the code.

Today, we’re using this, and it’s a mouthful:
Map<String, List<String>> anagrams = new HashMap<String, List<String>>();

I think the java 7 proposal (when it’s released, there’s no draft for it yet, only informal polls, and a starting proposal here) will allow to turn it into
Map<String, List<String>> anagrams = new HashMap<>();

First of, notice the ugly empty <>, it would look cleaner without it, but because of backwards compatibility, it might not be “possible”. We’ll see.

While today’s trick turns it into this, (assuming it was added to HashMap of course)

// in java.util.HashMap for instance
// very common code except for the name
public static <K, V> HashMap<K,V> HashMap()
{
   return new HashMap<K, V>();
}

// in your code, where the magic happens
import static java.util.HashMap.HashMap;

// oooh, pretty
Map<String, List<String>> anagrams = HashMap();

It’s less code. It’s cleaner without the <>. It looks a little like a C++ constructor – from a distance (: – , but it has added perks too, it’s a real factory method, so you can verify arguments and throw exceptions *without* creating objects, and so on.

The way we’re doing it today is relatively easy to write since IDEs are helping, so you could see the java 7 proposal as of limited value, but code is written once, and read multiple times. That’s why i think both the proposal and today’s trick have value.

The IDEs are however a little less successfull at providing you intellisense for static imports it seems. You can solve that by modifying the default class template, or by typing HashMap.HashMap() and refactoring it to a static import (or soon will be able to do so).

You don’t have to wait for java 7 for generics to become easier to use, and even though it would be cleaner if the function was in, say, HashMap, you could still have a helper class à la java.util.Collections or google collections’ Lists and Maps, and so on, if you really wanted to.

So, this is really about a way of naming factory methods and importing them statically, making it rather transparent to use today, without waiting for potential language changes. Both are not perfectly clean, but i don’t think we’ll be getting a real clean way (full type inference on the variable) any time soon, so, in the meantime, pick your poison.

Next up: more composite tricks, and the real reason why they might be useful to you. Yes, there is a plan behind the randomness.

Fun Friday: Simple java composite tricks

Welcome to the first fun friday installment, sometimes on a friday i’ll post one of those, and sometimes on a monday instead of friday, just like today.

Out first topic is a very simple trick using transparent proxies, looking nice when implementing Composites – you might have seen it called event sink depending on what kind of composite you’re making. We’ll use a list of instances and a proxy, both of a specified interface which can be any interface you want.

We’ll call a method on that proxy, and under the hood we’ll use that reified call to call the same method but on all the instances of our list, in a somewhat functional style. We’ll just loop over our elements inside the InvocationHandler used by the proxy and invoke the methods on each of them.

The interesting part here is that we can specify the container we’ll use to hold those elements (eg a specific collection – I’ve built an example with a LinkedList; a custom built collection – using Callables – where you can specify your way of creating the collection; or a special thread-safe collection), our own way of looping (from the end or from the beginning of the list; or depending on the type of listeners inside of it, say the ones which are not direct implementors will be called afterwards) and finally our own way of invoking the callback method on each instance (on the regular main thread; on a specified thread, say, EDT *wink*; or why not say that an exception thrown while invoking the callback method will invalidate the listener and remove it from the list of elements). This alllows versatile event handling code here too, and is only a couple hundred lines for the basic support.

Starting from a very simple interface.

public interface IComposite <T>
{
   // you can return void
   //  if you don't want method chaining
   IComposite<T> add (T t);
   IComposite<T> remove (T t);

   T delegate();
}

You can gradually build the different composite implementations we just talked about, and get code that looks like this pretty easily (just showing adding one element to the list and slighty reformated for easier reading here, changed some long methods names, etc – the full source is linked at the end of this post)

public class CompositeTest
{

// Totally random listener interface
public static interface IListener
{
   void callback ();
}

//Totally random listener interface too:
//  could have been MouseListener for instance
public static interface ISwingListener
   extends EventListener
{
   void callback (String event);
}

public static void main (String [] args)
{

IComposite<IListener> sink = Composites
 .createLinkedListComposite (IListener.class);
sink.add (new IListener()
{
   @Override
   public void callback ()
   {
      System.out.println ("IListener callback ()");
   }
});
sink.delegate().callback();

IComposite<ISwingListener> sink2 = Composites
 .createEventComposite (ISwingListener.class);
sink2.add (new ISwingListener()
{
   @Override
   public void callback (String event)
   {
      System.out.println ("ISwingListener ('"
        + event + "') - on EDT: "
        + SwingUtilities.isEventDispatchThread ());
   }
});
sink2.delegate().callback ("Main thread test");

// And now with method chaining
IComposite<ISwingListener> sink3 = Composites
 .createEDTComposite (ISwingListener.class)
 .add (new ISwingListener()
{
   @Override
   public void callback (String event)
   {
      System.out.println ("ISwingListener ('"
        + event + "') - on EDT: "
        + SwingUtilities.isEventDispatchThread ());
   }
});

sink3.delegate().callback ("EDT dispatch test");

}
}

It’s probably more instructive to do it yourself than using my code, since it’s very small, but here it is anyway (an Eclipse project). You could also imagine special composites that actually use what the callbacks return, like aggregating results or calculating mean min or max values.

See you next friday, monday, soon enough (:

Scenile: Using JavaFX Project Nile in Java with Scenario

Introduction

I’d like to start today with a little helper library. I call it scenile because it integrates scenario (the scenegraph powering the JavaFX runtime) with project nile (the JavaFX production suite) (plus it’s funny). I’ve talked about it on my twitter stream so some of you might be familiar with it.

Project nile allows creating resources directly from designers’ tools (such as Adobe’s Illustrator and Photoshop) or from SVG files (inkscape also exports  files that can be used by JavaFX, i don’t know if it has been updated for 1.0 though), which can then be used in your javafx script application . This is really good and will help pave the way for better java UX. Nile exports FXZ files, which are FXD files zipped, plus any resource that might be used there, images, fonts, etc. The FXD file format is basically some JavaFX script describing the scene with primitives like rectangles, effects, transforms and so on.

However, i really wanted those features in the java world. Scenile is the result of this wish. It loads fxd/fxz files and creates the appropriate scenario objects, fills the properties, creates the scenegraph and returns it to you. After that, its work is done and scenario takes over to render, animate, etc.

As it stands today, scenile is at version 0.1, i’m still not happy with some of its internals yet, but i wanted to release it early. The whole FXD primitive set is certainly not supported but it can convert the nile samples and many other files i’ve thrown at it. Sometimes i stumbled upon nile bugs, but everything it suceeded in exporting, scenile was able to load correctly in my tests.

For the library users, it’s basically calling one function asking to load a fxz file, so the extensibility – or documentation *clears throat* – doesn’t matter much yet.

Demo and downloads

Domo, arigato, mister, roboto

Domo, arigato, mister, and roboto

I made a little demo to show how you’d use it and. I first created a comp (which you can see more clearly here at flickr) and exported it to fxz with nile. Now, if you load the scene with scenile, give it to a JSGPanel, you’re good to go, and you can then add it to your Swing app for example.

I thought of it as a character selection in some kind of game. It just shows 4 little robots, clicking on one shows its name in the console when launched locally. Clicking the badge at the bottom pauses or resumes the floating animation. As a side note, in the demo, i rasterized the background: because of its complexity (around 13k nodes resulting in a 6M fxd/1.6M fxz) the demo took between 10 and 20s to load, and the animations were far from smooth. Scenario is still being optimized and debugged as we speak, and animated content doesn’t perform all that well all the time (that’s why neither does JavaFX). In the demo, this lite version is much smaller  (around 150+ nodes) and performs well on the couple machines i tested it on.

Here’s the code, and here are the binaries (not packed), both containing 1 or 3 samples. I’m using java 6 in order to get the new gradient classes, if need be i could make a java 5 version.

Click the following image to launch the demo with webstart. (Note: the demo is a little perf intensive because of the animations and gaussian blurs. It depends on the javafx runtime, and works normally on windows – with the direct3d pipeline. I don’t have access to a Mac so i don’t know how it runs there. The animation is pretty sluggish on linux, scenario and decora do not pick up opengl even though the 3 machines or so i tested it on are pretty recent, with up to date drivers. Caching the nodes in images improves the situation but it’s not looking really good either. I’m sorry about that, but i’m not sure there’s anything i could do at this point, except maybe wait for JavaFX 1.1 or the final linux version – if anyone has any idea i’ll be glad to make the appropriate changes)

launch domo arigato demo

Supported scenario versions and license

Ok, that one’s a tough cookie. I first thought about supporting all versions of scenario. At the moment, scenario exists in two states, an open source version (0.6) under the GPL, and a 1.0+ version under the JavaFX license. Both have strengths and weaknesses.

The open source scenario is asleep at the moment (i’m trying not to say it’s dead). There’s more and more forum posts asking about its status, its license, the bug fixes and new features that are in the 1.0, but there’s no answer yet. Eventually, JavaFX will be open sourced, so when that time comes scenario should be as well.

The closed source version is on the opposite very much alive but cannot be distributed (in fact i think neither can the fxd support jar both the javafx.com samples and i use) and you have to depend on the whole fx runtime instead of the small scenario jar.  I believe a jnlp extension containing scenario/decora/javacss would really be useful and actually help people wait for days when the licenses are a little less restrictive. Not a lot of people were able to use it because of the GPL anyway.

I’d still like for them to be able to use Scenile though. Right now, a couple features are 1.0 specific, if anyone using scenario 0.6 needs compatibility, i’ll do that by the next version. That’s why the code is licensed under the modified BSD license. If you use scenario 0.6 directly and can comply to its GPL license, the BSD is compatible with the GPLv2 (even though scenile will be usable for you only at v0.2 or so, not right now). There’s no problem either if you use scenario 1.0+ by depending on the javafx runtime, or if somehow we get a jnlp extension for scenario, since the BSD is very permissive and thus also compatible with the JavaFX license.

Final words

This is really a simplistic piece of technology, however the possibilities are almost limitless because it streamlines the graphic resources integration. By helping integrating those really easily, you can do whatever you want in the design phase. I intend to post other demos showcasing those possibilities some more: it’s not just useful for character selections in games, but also in traditional ui design, or as i hope we’ll see soon, skinning components and look-and-feels, and more.

Hopefully i’ll see you there.