I’ve just downloaded the new open source monospaced font from Adobe: Source Code Pro. I’m using it at 9pt size on Windows, and it has the same vertical and horizontal size of Microsoft's acclaimed Consolas font at 10pt – it means each character occupies the exact same square of pixels. Coincidence? Maybe not. Consolas is a great coding font praised by thousands of programmers around the world, so it’s natural that it could have been used as parameter.
My impression so far is that Source Code Pro looks lighter than Consolas, with less cluttering. It looks like a crossover between Consolas and Inconsolata, a font which looks absolutely great on Linux, but bad on Windows.
On Linux, Source Code Pro at 9pt renders as good as in Windows. It occupies the same horizontal spacing of Inconsolata at 10pt, but more vertical spacing. Too much vertical space, in my opinion; at 8pt, the font is too small if compared to the line height it has. It would be a lot better if this vertical space could be cut down. And the bold is too bold.
Source Code Pro can be downloaded at SourceForge, and the project is hosted on GitHub, which is a great initiative.
I’m really picky about the font I code with – in fact, I’m absolutely paranoid about it, I often change the font I use –, and I consider Source Code Pro worth trying on Windows, I can stare at it for hours without getting tired. Definitely added to my monospaced fonts collection, and from now on, the default monospaced font on this blog!
Sunday, January 20, 2013
Wednesday, January 16, 2013
jQuery with requestAnimationFrame
The requestAnimationFrame specification is being cooked to replace the over-used setTimeout call when doing JavaScript animations. By specifically targeting animations, it’s highly optimized for this purpose. And since JavaScript animations are becoming more and more widespread, I believe it’s a great initiative, aiming to smooth all moving things inside your browser window. Concept and usage are well explained on this article.
If you use jQuery, however, you are not taking benefit of this new specification. It was used on a previous version, but it was dropped since then. I believe it should have been kept, misuse of the animation features shouldn’t have guided this decision. Anyway, when I was developing a jQuery plugin to embed requestAnimationFrame inside jQuery animation again, I just found out that someone had already done that. It’s available on GitHub and it works very well. The author has also made some claims on jQuery forums to make it default inside the library, with no success so far.
So, this is what you need to do (the file you need is within dist directory):
If you use jQuery, however, you are not taking benefit of this new specification. It was used on a previous version, but it was dropped since then. I believe it should have been kept, misuse of the animation features shouldn’t have guided this decision. Anyway, when I was developing a jQuery plugin to embed requestAnimationFrame inside jQuery animation again, I just found out that someone had already done that. It’s available on GitHub and it works very well. The author has also made some claims on jQuery forums to make it default inside the library, with no success so far.
So, this is what you need to do (the file you need is within dist directory):
<script type="text/javascript" src="jquery-1.8.3.min.js"></script> <script type="text/javascript" src="jquery.requestAnimationFrame.min.js"></script>Animations instantly became smoother on Firefox on Linux. Highly recommended.
Saturday, January 12, 2013
R.I.P. victims of the loudness wars
Terribly mixed, brickwalled, clipped everywhere, static noise, ears bleeding, the horror... loudness wars victims. As an audiophile, it deeply saddens me when I find a good album ruined by a horrible mixing. I think this disease began spreading towards the end of the 1990’s, and from now on, most of the albums are simply unlistenable. Producers responsible by these atrocities should die slowly and in great pain, by having all their blood drained away from their perforated eardrums.
Here it follows a list of some ruined albums which I particularly mourn over, because I cannot listen to:
There you have something that makes me really sad about.
Here it follows a list of some ruined albums which I particularly mourn over, because I cannot listen to:
Slayer Undisputed Attitude 1996 -10.54 dB Red Hot Chili Peppers Californication 1999 -12.42 dB Children of Bodom Follow the Reaper 2000 -12.63 dB Pantera Reinventing the Steel 2000 -11.42 dB Stratovarius Infinite 2000 -11.47 dB |
Rage Against the Machine Renegades 2000 -11.98 dB Velvet Revolver Contraband 2004 -10.45 dB Franz Ferdinand You Could Have It So Much Better 2005 -11.02 dB Audioslave Revelations 2006 -11.14 dB Joey Ramone Ya Know? 2012 -10.12 dB |
There you have something that makes me really sad about.
Wednesday, January 9, 2013
Blurry fonts on Firefox 18
Firefox is the browser which behavior I like most, but it’s seriously becoming a pain to use, version after version. I’ve just upgraded my Firefox to the ridiculous version number 18, and on some specific sites the fonts look terribly blurry. Seriously, they hurt my eyes. It’s specially noticeable on Google sites, like Gmail, Blogger, YouTube, Groups and Docs – and the font in Docs looks particularly bad.
I’ve run through some fixes from previous versions (though I never had this problem before), like this, this and this. Nothing seems to work. I’m using both Windows XP and Windows 7 to perform all these tests. At first, I thought it would be a problem of GPU rendering overriding ClearType settings, but the fonts are also blurry on Linux!
There’s a thread at Mozilla’s board with some people complaining about this since v17, where the solution was to disable hardware acceleration – what I did already, to fix other rendering problems at that time. On v18, however, no one could find a fix yet, it looks like they really messed it up. So if you have this problem, go make some noise at that thread!
Congratulations to Mozilla for dropping the ball again, with its moronic and Chrome-wannabe release cycling which is introducing more and more bugs. If I wanted Chrome, I would have downloaded Chrome.
I’ve run through some fixes from previous versions (though I never had this problem before), like this, this and this. Nothing seems to work. I’m using both Windows XP and Windows 7 to perform all these tests. At first, I thought it would be a problem of GPU rendering overriding ClearType settings, but the fonts are also blurry on Linux!
There’s a thread at Mozilla’s board with some people complaining about this since v17, where the solution was to disable hardware acceleration – what I did already, to fix other rendering problems at that time. On v18, however, no one could find a fix yet, it looks like they really messed it up. So if you have this problem, go make some noise at that thread!
Congratulations to Mozilla for dropping the ball again, with its moronic and Chrome-wannabe release cycling which is introducing more and more bugs. If I wanted Chrome, I would have downloaded Chrome.
Sunday, December 2, 2012
Automation for C++ COM pointers
This week I was working on a C++ program which used a lot of COM pointers. I remembered I’ve seen an automation class somewhere, and after some searching I found it, it’s Microsoft’s ComPtr template class. Although I liked the concept, it had too much fuss to me, so I was displeased in using it.
Oh well, here we go again: I wrote my own COM pointer automation class. Here it goes the full code of it, which I now share with the world:
Oh well, here we go again: I wrote my own COM pointer automation class. Here it goes the full code of it, which I now share with the world:
#pragma once #include <Windows.h> #include <ObjBase.h> template<typename T> class ComPtr { public: ComPtr() : _ptr(NULL) { } ComPtr(const ComPtr& other) : _ptr(NULL) { operator=(other); } ~ComPtr() { this->release(); } ComPtr& operator=(const ComPtr& other) { if(this != &other) { this->~ComPtr(); _ptr = other._ptr; if(_ptr) _ptr->AddRef(); } return *this; } void release() { if(_ptr) { _ptr->Release(); _ptr = NULL; } } bool coCreateInstance(REFCLSID rclsid) { return _ptr ? false : SUCCEEDED(::CoCreateInstance(rclsid, 0, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&_ptr))); } bool coCreateInstance(REFCLSID rclsid, REFIID riid) { return _ptr ? false : SUCCEEDED(::CoCreateInstance(rclsid, 0, CLSCTX_INPROC_SERVER, riid, (void**)&_ptr)); } template<typename COM_INTERFACE> bool queryInterface(REFIID riid, COM_INTERFACE **comPtr) { return !_ptr ? false : SUCCEEDED(_ptr->QueryInterface(riid, (void**)comPtr)); } bool isNull() const { return _ptr == NULL; } T& operator*() { return *_ptr; } T* operator->() { return _ptr; } T** operator&() { return &_ptr; } operator T*() const { return _ptr; } private: T *_ptr; };Basically, by using this class I don’t have to worry about calling the Release method. Most interestingly, I added two shorhand methods to ease my life,
coCreateInstance
and queryInterface
. Here are an example illustrating the use of the ComPtr class, along with the cited methods:{ ComPtr<IGraphBuilder> graph; if(!graph.coCreateInstance(CLSID_FilterGraph)) OutputDebugString(L"Failed!"); ComPtr<IMediaControl> mediaCtrl; if(!graph.queryInterface(IID_IMediaControl, &mediaCtrl)) OutputDebugString(L"Failed!"); graph->RenderFile(L"foo.avi", NULL); // sweet! }If you’re wondering about the usefulness of this ComPtr class, try to write the code above without it.
Tuesday, November 27, 2012
HTML DTD: strict vs loose
I’ve been writing some HTML5 code lately, and at some point I faced some miscalculations of dimensions through CSS. After some research, I discovered I had my page being rendered in quirks mode. I’ve heard this expression before, but never really bothered much. What happens is that standards compliant pages should have a doctype declaration, which tells the browser the page should be rendered that way, otherwise the HTML will be rendered in a Neanderthal form, the so-called “quirks mode”. I never bothered using a doctype, because I didn’t know the real meaning of it. Until now.
Then, convinced to use a doctype, I faced another problem. There were two types for me:
Good references here and here.
Then, convinced to use a doctype, I faced another problem. There were two types for me:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">The first is called “strict”, the second is “transitional”. The strict cuts away all the deprecated tags, while the transitional is the same strict plus some stuff like iframe, which I’m using at my project. So, my page is a transitional one, and I finally found my DTD.
Good references here and here.
Friday, November 23, 2012
A JavaScript and HTML5 tree graph
Following the previous post, I needed a graphical representation of a tree graph to put on an HTML page. I thought it would be a great opportunity to learn this HTML5 thingy, which everyone is talking about these days. I ended up writing a full implementation of a tree graph using only HTML5 and pure JavaScript, thus avoiding any third-party JavaScript libraries.
However, I faced some problems. I had to plot more than 2,000 nodes, although not all at the same time, sometimes I had hundreds of them being shown. So I had to run into a series of optimizations of the algorithm, not only to speed up the internal calculations, but also the page rendering itself. On my first implementation, each node was a DIV, and the lines were drawn upon a canvas. Then at some point I decided to purely draw the whole monster on canvas, and I rewrote everything, taking the opportunity to add animation effects.
Since I consider it to be good and clean code, and believing that it could be useful to someone else, I published the whole code on GitHub at rodrigocfd/html5-tree-graph, along with an example file.
A hard work and a great experience, indeed.
However, I faced some problems. I had to plot more than 2,000 nodes, although not all at the same time, sometimes I had hundreds of them being shown. So I had to run into a series of optimizations of the algorithm, not only to speed up the internal calculations, but also the page rendering itself. On my first implementation, each node was a DIV, and the lines were drawn upon a canvas. Then at some point I decided to purely draw the whole monster on canvas, and I rewrote everything, taking the opportunity to add animation effects.
Since I consider it to be good and clean code, and believing that it could be useful to someone else, I published the whole code on GitHub at rodrigocfd/html5-tree-graph, along with an example file.
A hard work and a great experience, indeed.
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