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Livecoding in Javascript
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Jason Frame
May 09, 2013
Programming
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Livecoding in Javascript
Jason Frame
May 09, 2013
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Transcript
Livecoding in Javascript Jason Frame / @jaz303 Friday, 31 May
13
What is livecoding? By akirto. http://www.flickr.com/photos/30132612@N00/3840200923/in/photostream Friday, 31 May 13
Performance-Oriented Friday, 31 May 13
Node-based Friday, 31 May 13
Microworlds Paper - “Twenty Reasons Why You Should Use Boxer
(Instead of Logo)” Andrea A. diSessa Friday, 31 May 13
Smalltalk, Self Paper - “The Early History of Smalltalk” Alan
C. Kay Friday, 31 May 13
Why livecode? Friday, 31 May 13
Why Javascript? Friday, 31 May 13
Why Javascript? • Flexible language • Ecosystem - browser +
node.js = node- webkit • Single threaded • Event loop Friday, 31 May 13
Why Javascript? Describing Live programming using program transformations and a
callstack explicit interpreter Olov Johansson Friday, 31 May 13
Domain-Specific Livecoding • Generalised tools can be complex • May
also make unacceptable performance/ timing trade-offs • Evolve tools with your application Friday, 31 May 13
Demo Time Friday, 31 May 13
Friday, 31 May 13
Implementation Strategies Friday, 31 May 13
Implementation Strategies eval() is evil Friday, 31 May 13
Implementation Strategies eval() is evil Friday, 31 May 13
Implementation Strategies • Private State • Variable Injection • “Globals”
Preservation • Internal eval() • Blueprints • Snapshot • Clocksources Friday, 31 May 13
Private State Prevent pollution of global namespace Friday, 31 May
13
Private State function setup() { position = {x: 10, y:
20}; velocity = {x: 1, y: 1}; } function loop() { position.x += velocity.x; position.y += velocity.y; } Friday, 31 May 13
Private State (function() { “use strict”; var position; var velocity;
function setup() { position = {x: 10, y: 20}; velocity = {x: 1, y: 1}; } function loop() { position.x += velocity.x; position.y += velocity.y; } })(); Friday, 31 May 13
Private State (function() { “use strict”; var position; var velocity;
function setup() { position = {x: 10, y: 20}; velocity = {x: 1, y: 1}; } function loop() { position.x += velocity.x; position.y += velocity.y; } return { setup: setup, loop: loop }; })(); Friday, 31 May 13
Variable Injection Provide objects to user-code Friday, 31 May 13
Variable Injection function loop() { car.drawAt(0,0,50,50) } // ... //
... // ... Friday, 31 May 13
Variable Injection // Generate method signature from defined // objects
(function(car, trafficLights, background) { // Paste user code here function loop() { car.drawAt(0,0,50,50) } // ... // ... // ... }).apply(null, exposedObjects); Friday, 31 May 13
“Globals” Preservation Persist global values between code reloads Friday, 31
May 13
“Globals” Preservation var carX = 0; var carY = 0;
var speed = 5; function loop() { carY += speed; draw(); } Friday, 31 May 13
“Globals” Preservation var carX = 0; var carY = 0;
var speed = 5; function loop() { carY += speed; draw(); } Friday, 31 May 13
“Globals” Preservation (function() { "use strict"; var carX = 0;
var carY = 0; var speed = 5; function loop() { carY += speed; draw(); } return { loop: loop, getVars: function() { return {carX: carX, carY: carY, speed: speed}; }, setVars: function(vars) { carX = vars.carX; carY = vars.carY; speed = vars.speed; } }; })(); Friday, 31 May 13
Internal eval() Provide external (e.g. console) access to private state
Friday, 31 May 13
Internal eval() var car = {x: 20, y: 20} var
lightState = “red-amber” function setup() { // ... } function loop() { // ... } Friday, 31 May 13
Internal eval() (function() { "use strict"; var car = {x:
20, y: 20} var lightState = “red-amber” function setup() { // ... } function loop() { // ... } })(); Friday, 31 May 13
Internal eval() (function() { "use strict"; var car = {x:
20, y: 20} var lightState = “red-amber” function setup() { // ... } function loop() { // ... } function evaluate(code) { return eval(code); } return { __eval__: evaluate } })(); Friday, 31 May 13
Blueprints Augment a supplied object with user-code Friday, 31 May
13
Blueprints // Inside engine var blueprint = new SystemBlueprint(); blueprint.id
= oldSystem.id; blueprint.enabled = oldSystem.enabled; blueprint.update = function() { /* default impl */ } USERCODE = ‘(function(system) { // augment blueprint system.title = “foo”; system.update = function() { ... } })’; // Compile code systemBuilder = eval(USERCODE); systemBuilder(blueprint); // inspect user’s refinements to blueprint and // setup accordingly Friday, 31 May 13
Snapshots Save and restore entire application state Friday, 31 May
13
Snapshots system.snapshot = function() { return { entities: Object.keys(this.entities), lastShotTime:
this.lastShotTime } } system.restore = function(snapshot) { var self = this; this.entities = {}; snapshot.entities.forEach(function(eid) { self.entities[eid] = self.world.getEntityById(eid); } this.lastShotTime = snapshot.lastShotTime; } Friday, 31 May 13
Snapshots function updateSystem(registry, systemId, newSystem) { var existingSystem = registry.getSystemById(systemId);
var snapshot = existingSystem.snapshot(); try { newSystem.restore(snapshot); registry.setSystem(systemId, newSystem); } catch (e) { // Incompatible snapshot - restart app? } } Friday, 31 May 13
Clocksources Provide a consistent view of time when loading snapshots
Friday, 31 May 13
Clocksources Date.now() Friday, 31 May 13
Clocksources Date.now() function Clock() { this.time = 0; this.lastDelta =
null; } Clock.prototype.tick = function(delta) { this.time += delta; this.lastDelta = delta; } function tick() { var wallclockDelta = Date.now() - lastTick; clock.tick(wallclockDelta); } Friday, 31 May 13
Escaping the Walled Garden Friday, 31 May 13
Escaping the Walled Garden Friday, 31 May 13
Escaping the Walled Garden Friday, 31 May 13
Demo Time Friday, 31 May 13