Lately I have been live streaming while working on various Empire Minecraft or Website related tasks! I like the idea of Live Coding as it invites others to learn from you, and on the flip side, allows others to offer constructive criticism to you to improve your code.
I’ve done some work to be able to split stream to 4 (or more if needed) services at the same time, so you can subscribe and watch on any of the following services:
- Beam.pro: http://beam.pro/Aikar (Recommended)
Stream Status (Updated every 5 mins)
Please subscribe to get alerts on when I go live!
If you are interested in Live Streaming to multiple services at once, follow this guide:
And here is my example config file:
I’m also using this fancy Bash Script using xdotool to automate switching scenes with OBS, install xdotool, assign 2 scenes a hotkey for control + alt + [ and control + alt + ]
I have wrote a few methods (color map credit to mcrcon) that will help with outputting colored text using Minecraft color codes.
Usage is like
console.log(mccolor(c("3", "red Text) + c("a", "green text")));0
Reposting because Google has bugged out and ended up dropping this from Google :/ So making it look new to get it back on Google.
So as any Bukkit developer knows, the API is not thread safe! And to make matters worse, there is no concrete Java Control Flow API in Bukkit.
However at Empire Minecraft our server very heavily depends on our MySQL Database to provide features. So running database queries on the main thread is common but undesired, and Java control flow is needed.
Running queries async creates complicated java control flow issues, need to run this query… now need to access the bukkit api, so return to Sync processing, oh wait, now I need to act again with another database query!
Easy to avoid all that java control flow trouble by running everything sync – but then performance can be hurt.
Therefor, to avoid Java running into this same callback mess, I wrote an elegant Java Flow Control system on top of the Bukkit Scheduler.0
Been a while since I posted, but I’ve recently got a few things down lately I felt the need to share.
A major asset to being a developer is the ability to be productive. Remember, time is money. One thing that always irks me when working with junior developers or designers is them doing actions that I felt could be done much quicker with a proper IDE or practice. So much time is wasted doing repetitive things every single day.
Ever watched someone navigate a folder hierarchy to get to a file they want to open? A good 30 seconds or more can be spent there, especially if that file is on a network mount!
With a proper IDE with good navigation support, navigating to a desired file can be drastically reduced. I personally own a license to IntelliJ IDEA 14 Professional, and use it for my Java projects and until recently Web Projects. I value efficiency so much, that I now have even purchased PhpStorm 8, even though IDEA supported PHP. Namely for things like Debugging, but thats another topic.
PhpStorm tailors the experience to web development more, but some of the key notes are still in IDEA.
Things such as opening a file, if you work in an extensive codebase thats been developed over many years, can likely be pretty deep and take a while. But with IDEA and PhpStorm (And likely other IDE’s too, I know VIM does similar), a Key Combo away gives you a nice search box that you can type in a class name or file name and find the exact file you want.
If that file is on a network mount and you have a varying file structure that you cant remember exactly where that file resides, how many minutes per ACTION are you wasting opening up that file?
Then inspections… The ability to see errors in your code before you even run it. I’m not talking about just syntax errors here. Typo in a variable name? That’s not a syntax error, but a good IDE will show you that variable is unused, and another variable hasn’t been defined yet, giving you a sign you have a problem before you even leave your editor.
This is just the tip of the iceberg. IDE’s are built to save you time, yet so many people feel they are hard core because they built a website in Notepad++. You are not hard core, you are wasting time. Use the tools that have been built to make you more productive, and strive to increase your productivity.
I personally recommend Jetbrains products as they have a STRONG focus on productivity (Help -> Productivity Guide) and get more small productivity features all combined into 1 product that many other smaller editors have. You have so many goodies to play with to make you more productive. But the key point, use an IDE, be productive, save you / your company time, and stop trying to show off by claiming you did it all in Notepad. The only people your impressing is juniors who don’t know any better.
If you have a good developer skillset, don’t waste your precious time on inefficiencies in workflow.0
I spend quite a lot of time improving the CraftBukkit’s core code, in order to make it perform better, more efficient and overall do things in a better way. I’m responsible for some of the biggest performance improvements that’s been made to the Minecraft Server.
However, if you’re not apart of the Spigot community, it’s likely you’ve not seen my name before. That’s because I’ve barely had any PR’s accepted to the CraftBukkit project.
It’s not for a lack of trying, it really all boils down to politics and policies.
I feel that CraftBukkit’s PR Policy is a reason the project went further downhill. There are countless people like myself that want to work to make the project better, but do not have the time to deal with the politics.
I’m speaking of the “holier than thou” attitude that the (original) CraftBukkit team (well, specifically certain members who handled PR’s) attitude.
It’s not that I’m lazy, it’s quite the opposite: I’m BUSY. I work a full time job to pay the bills, then another full time job to run my own Minecraft Server. I don’t have the time to contribute to Bukkit or Spigot, but I do it any ways especially when it can benefit my own server.
Every experienced developer knows designing a solution and testing and working all the bugs out is the hard part of writing code, not the syntax or styling details. However, COUNTLESS Pull Requests are closed on Bukkit purely due to minor things.
I look at it this way, if all that is “wrong” is a simple white-space on a single line or a 3 line change, then just make the fix yourself when pulling it!
This PR for example: https://github.com/Bukkit/CraftBukkit/pull/1352
Only feedback was formatting errors essentially which I resolved, then it sat for many months untouched. It then of course conflicted with newer commits.
The problem is Bukkit thinks everyone contributing is sitting around, waiting to make the next change to get it accepted. But, we can’t do that. We have other things to work on. My focus has been switched and I’m now working on the next task.
To have to stop what I’m doing, switch back to a different project/checkout, add a space and recommit and push… It’s hard to justify stopping work on something significant for such a small thing.
Essentially, Bukkit thinks we should lose 10-30+ minutes of our time, and most importantly: break concentration (and we all know how bad that is) for meaningless politics just so that the Bukkit team member doesn’t have to do a single change to the code, to save them 2 minutes.
I disagree with this ideology completely. When you are a team member of a successful open source project, your goal should be to make that product great. If someone took their time to solve a complicated issue, and bring it to production readiness, it is fairly reasonable for you to spend 5-30 minutes when pulling it to fix up tiny things, verify it works yourself, and fix up things that you want changed that does not interfere with the logic of the change itself (styling, whitespace, imports, etc).
The only reason you should be sending a PR back to the submitter is if you have a concern with the implementation, or need more details to understand the change yourself.
A project maintainers time is no more important than the contributors, and remember, its not the contributor who’s going to get the mass-praise over a major new change – its the project itself and its developers, even when they didn’t even do the hard part of a change.
Be happy that someone is helping you improve your product, and work WITH them to improve your product.
Mojang: My suggestion to you – Put someone in charge of the project who is enthusiastic about making the project great. Someone who gets excited when someone is working on “the next big change” for them, and is eager to work with them and discuss it and push for it to be included.
Please build a team of FRIENDLY people, people who are not going to personally insult everyone who tries to have low level talks, and someone who is not going to try to make others feel lesser than them.
Loosen up the PR process, and give people realistic hope that a PR might actually be pulled before the next major upgrade that conflicts the PR.
Another thing to do is encourage low level discussion and “potential” talk. Numerous times I tried to discuss the feasibility of whether or not CraftBukkit would even CONSIDER an idea. I wasn’t about to go spend 12+ hours working on a change to just be told “We don’t want to maintain a change of that scale” or “we don’t think the API should offer that”.
But every time I was told to go do it then bother them with it… And discussing the idea without showing results was met with insults.
That can not happen any more.
Spigot isn’t perfect, but is a much better place than Bukkit was, so if you can at least match Spigot, then you will have done great things for the Bukkit project.
If any Mojang member (Dinnerbone?) wants to discuss this more with me, I’m on IRC (Esper, Spigot, FreeNode) as Aikar every day.
Here’s hoping Dinnerbone is true to his word that Bukkit will be better than before!
I’ve written aother node module to provide Google Traceur support for Node.JS
If you are not familiar with Traceur, read up on it here: http://code.google.com/p/traceur-compiler/
And the features it provides: http://code.google.com/p/traceur-compiler/wiki/LanguageFeatures
npm install traceur
then all require() calls can be traceur syntax files.
Note you can’t use Traceur syntax on the file that includes Traceur,
since this extends require() itself to go through Traceur first before
being passed to normal node require().
So, I was reading over the V8 docs yesterday and found a really neat feature in the C++ API… Interceptors.
Interceptors let you provide a global getter/setter on an object so you can get a callback for ANY property request/set without specially adding a setter/getter by name for it. This is something that I’ve found lacking in V8 JS Land to mimic PHP’s __get and __set methods, but it appears it does exists, just only on the C++ side!
So I wrote Magic this weekend, my first full 1.0.0 (1.0.1 actually, slight fix) release of a module to the public (advertised). This lets you play with a Magic Object with your own custom getters/setters (Interceptors) and do creative things with it.
Hopefully some modules that use promised based approaches will find creative ways to use these magic objects and create useful things out of it!
Download/Instructions @ GitHub0
Just wanted to update on what i’m currently working on.
Nova is pretty much in a releasable state except that I ran into another idea to do at work and it was something I could use asap at work so I began work on it.
I’m creating an alternative package installer for NPM, with a few key differences:
- No symlink hell: Maybe no symlinks at all. I’m designing it to install a package from NPM without any symlinks (i think I may make it so that if you link to a non JS file as a module it will symlink, but undecided yet as that feature doesn’t even work on default NPM, so possibly wont do any symlinking)
- Lightweight packages: A module package will not include tons of references to other dependencies in its folder. It will simply be the folder that was published to npm (usually the project on github)
- Per Project basis: Modules will be installed to a specific projects libs folder and not on a global level. Letting you manage the packers needed for your specific project, and no needing to worry about file permissions, and no need to worry about deployment ensuring your server has all the needed npm packages installed at the correct version.
The recursive symlinks of npm destroy some IDE’s and overall makes a hard to figure out folder structure. They also do not play as nice for windows, causing it confusion.
So that was the main reason for making this. As I could no longer work on my project due to the symlinks (yes it’s an IDE bug that should be fixed, but the linking isn’t really necessary, at least not recursively)
Also, the idea of global modules does not serve well for packaging modules into a projects version control. Trying to configure npm to install to a projects folder instead of global was a nightmare.
So barenpm is designed to be a tool for people who want to bundle packages as part of their project and included in a much leaner fashion.
I also am writing this in order to show to Isaacs so he may take some ideas from this implementation of the install method and hopefully get NPM to provide these features and not need symlinks. That is my ultimate goal,
but I needed the solution now and could not wait for NPM to officially support these ideas.
If you want to check out the current code, hit it up on my github http://github.com/aikar/barenpm
It’s not done, but it’s getting close.
I will finish up Nova documentation and do a proper release afterwards.0
One big annoyance with template engines these days for me is the idea that the syntax has to be some special unique format, in which no IDE or editor will ever support out of the box unless it gets extremely huge like Smarty. That to me is very annoying, as you lose all the benefits syntax highlighting and other features your editor can provide.
Wait you say, “functions and logic inside a template engine?! That goes against the point of a template engine!”
No, It doesn’t. Some random guy on the Internet made a blog post saying HE thinks you shouldn’t have any logic done in a template and it spread, and now everyone thinks that its bad to have logic in a template.
But no, it’s not. You’re end goal is to make use of the tools available to you, and accomplish your goals cleanly, efficiently, and as quickly as possible.
If you only have a flat head screw driver, which fits into the size of a Phillip head screw, would you run to the store to buy a Phillip head screwdriver, or would you use the Flathead and just unscrew the screw?
A tool or library should not necessarily restrict you from doing things. It should be you, the user of said library, who decides the best practices and implementation for your project. If you want to keep all logic out of a template, then do it. If you feel having logic in a template makes your task easier, then do it.
This concept that the tool should dictate what you use it for needs to go.
Nova will be flexible, and not restrictive. So you can build your template however you want. You give it data in its expected fashion, and it will act on that. It’s not going to spank you for using logic in your template. (Although if you’re into that kind of thing I can write a special version for you for a price… :))
Here is an example (very basic) template for Nova:
would work just as fine. Again it’s YOUR choice for standards.
Now. Nova caches templates on load to pure HTML so this syntax isnt parsed EVERY time the template is rendered. But static templates are no fun of course… we need to be able to render dynamic content!
Well, notice that nova variable I didn’t use in the example? That has helper functions! One of those functions is nova.onRender
This function will let you specify a callback function to execute anytime the template is rendered. Note the object notation format is parsed and processed on COMPILE time, ie the very first request, then on render the onRender functions are called to fill in dynamic data.
So how do you use them? take the following template above and lets replace the [‘My content’] with:
So when you call template.render() in your application, you pass it 2 arguments, with the first (optionally) being render variables.
These are variables you can build in your applications logic before rendering to the client, then pass it to template to use just like any other template engine.
Also, because templates can render Asynchronously.
Notice in the above example, we give a different call to render based on if username was set or not.
Firstly to explain render, anything passed to this function will be the ‘answer’ to what content should fill the onRender spot. So if my username was Aikar, I would see:
<div id="content"> <span>Greetings Aikar</span></div>
Also notice I was able to still use the Nova style syntax of the template, and did not have to type raw HTML!
Nova is extremely flexible, and will give you the tools you need to write fun templates.
Also, again they are Asynchronous. The template runs all onRender async, and will wait for all of them to ‘answer back’
So say you wanted to do some async operation like a database query (again, do what you want with your templates, it’s your choice), you would do something like this:
Check the Nova docs when its released for more helpers such as partial/include support!0