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Writing code when you don't have the time

As you've probably noticed, posts around here have slowed down recently. There's a reason: I've been very busy doing a year in industry. Currently, my goal is to release one post a week. While my time has been rather fragmented and at times extremely limited, I've still been able to sit down for a little while here and there to write some blog posts and some code (If I can actually pull it off, I've got a seriously cool project I'm going to post about on here in the near-ish future!).

Due in part to the fact that I really don't want to exclusively write code at my industrial placement, I've been trying my hardest to keep programming and playing around with things in my free time. It's not as easy as you might think. Sometimes, the setup and teardown time eats all the time I allocated away so can't actually get anything done.

If this sounds a little bit like your time at the moment, fear not! I have developed a technique or two I wanted to share on here, just in case someone else finds it useful :-)

Planning what it is that you want to do is really important. You probably know this already, but it is especially so if you don't have a ton of time to throw at a project, because otherwise you can easily spend longer figuring out what you need to do next than actually doing it. I try to break my projects down into small, manageable bite-sized chunks that I can tackle one at a time. Only have 1/2 an hour at a time? Break it down into portions that will take you about 1/2 an hour complete. It might take a while, but breaking your project down can help it go a little bit faster.

Even with breaking my project down, I often find myself forgetting where I got to last time. To tackle this, I've discovered that leaving a comment in the file I was last editing explaining in a sentence or two what I need to do next helps me figure it out faster. It's also really useful that my editor (whichever one I'm using at the time) is configured to remember the files I had open last - letting me quickly pick up where I left off. Monodevelop, Visual Studio, and Atom do this automatically - if your editor doesn't, there's bound to be a setting or an extension that does it for you.

By planning what I need to do next, and leaving myself short comments explaining what I was about to do next, I can increase the amount of time I spend actually writing code instead of fumbling around working out what I wanted to do next. It's certainly not an ideal way to program, but with practice you can get quite proficient at it....

Found this helpful? Got any tips yourself? Comment down below!

Fancy message of the day over SSH

Since my time to sit down for a good chunk of time and write some code has been extremely limited as of late, I've been playing around with a few smaller projects. One of those is a fancy message of the day when you log into a remote machine (in my case the server this website is hosted on!), and I thought I'd share it here.

My take on a fancy SSH message of the day.

The default message shown at the top when you login via ssh is actually generated by something called update-motd, and is generated from a set of scripts in /etc/update-motd.d. By customising these scripts, we can do almost anything we like!

To start off with, I disabled the execution of all the scripts in the directory (sudo chmod -x /etc/update-motd.d/*), and created a subfolder to store the script in that actually generated the system information (sudo mkdir /etc/update-motd.d/parts). Here's the script I wrote to generate the system information:

#!/usr/bin/env bash

. /etc/lsb-release

LOAD=$(cat /proc/loadavg | cut -d' ' -f 2);

CPU_COUNT=$(cat /proc/cpuinfo | grep -i "core id" | uniq | wc -l);
THREAD_COUNT=$(cat /proc/cpuinfo | grep -i "core id" | wc -l);

APT_UPDATE_DETAILS="$(/usr/lib/update-notifier/apt-check --human-readable | fold -w 40 -s)"

IPV4_ADDRESS=$(dig +short myip.opendns.com A @resolver1.opendns.com)
IPV6_ADDRESS=$(dig +short myip.opendns.com AAAA @2620:0:ccc::2);

LAST_LOGIN=$(last -1 | head -n 1 | awk '{ print $1,"at",$4,$5,$6,$7,"from",$3 }');

REBOOT_REQUIRED=$(/usr/lib/update-notifier/update-motd-reboot-required);

echo 
echo Welcome to $(hostname)
echo "  running ${DISTRIB_DESCRIPTION}"
echo 
echo Kernel: $(uname -r)
echo Uptime: $(uptime --pretty | sed -e 's/up //')
echo Load: ${LOAD}
echo 
echo IPs: ${IPV4_ADDRESS}, ${IPV6_ADDRESS}
echo 
echo "${APT_UPDATE_DETAILS}"
echo 
echo "${REBOOT_REQUIRED}"
#echo 
#echo Last login: ${LAST_LOGIN}

exit 0

Basically, I collect a bunch of information from random places on my system (several of which were taken from the existing scripts in /etc/update-motd.d/) and re-output them in a different format.

Then, I converted an image of my favicon logo with the brilliant catimg by posva to a set of unicode characters and sent that to a file (catimg -w 35 image.png >/etc/update-motd.d/sbrl-logo.txt) - you could alternatively use some ascii art from the internet (e.g. this site). Once done, I put the two together with the following script directly in my /etc/update-motd.d/ folder:

#!/usr/bin/env bash

### Settings ###
TMP_FILENAME=/run/sysinfo.txt

#/etc/update-motd.d/parts/sysinfo

################

/etc/update-motd.d/parts/sysinfo >$TMP_FILENAME

### Output ###
echo 
pr -mtJ /etc/update-motd.d/sbrl-logo.txt $TMP_FILENAME

##############

### Cleanup ###
rm $TMP_FILENAME

###############

Finally, I manually cleared and regenerated the message of of the day with sudo update-motd, giving the result you see at the top of this blog post. I also made sure to re-enable the execution of the other scripts I didn't use in my fancy motd so as to not miss out on their notifications.

If you're interested, I've generated an archive of my final /etc/update-motd.d folder (minus my logo in text format), which you can find here: 20170203-Fancy-Motd.7z.

Can you do better? Got a cool enhancement of your own? Post about it below!

Easier TCP Networking in C♯

I see all sorts of C♯ networking tutorials out there telling you that you have to use byte arrays and buffers and all sorts of other complicated things if you ever want to talk to another machine over the network. Frankly, it's all rather confusing.

Thankfully though, it doesn't have to stay this way. I've learnt a different way of doing TCP networking in C♯ at University (thanks Brian!), and I realised the other day I've never actually written a blog post about it (that I can remember, anyway!). If you know how to read and write files and understand some basic networking concepts (IP addresses, ports, what TCP and UDP are, etc.), you'll have no problems understanding this.

Server

The easiest way to explain it is to demonstrate. Let's build a quick server / client program where the server says hello to the client. Here's the server code:


// Server.cs
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using System.IO;

public class Server
{
    public readonly int Port;
    public Server(int inPort)
    {
        Port = inPort; string s;
    }

    public async Task Start()
    {
        TcpListener server = new TcpListener(IPAddress.Any, Port);
        server.Start();
        while (true) {
            TcpClient nextClient = await server.AcceptTcpClientAsync();
            StreamReader incoming = new StreamReader(nextClient.GetStream());
            StreamWriter outgoing = new StreamWriter(nextClient.GetStream()) { AutoFlush = true };

            string name = (await incoming.ReadLineAsync()).Trim();
            await outgoing.WriteLineAsync($"Hello, {name}!");

            Console.WriteLine("Said hello to {0}", name);

            nextClient.Close();
        }
    }
}

// Use it like this in your Main() method:
Server server = new Server(6666);
server.Start().Wait();

Technically speaking, that asynchronous code ought to be running in a separate thread - I've omitted it to make it slightly simpler :-) Let's break this down. The important bit is in the Start() method - the rest is just sugar around it to make it run if you want to copy and paste it. First, we create & start a TcpListener:

TcpListener server = new TcpListener(IPAddress.Any, Port);
server.Start();

Once done, we enter a loop, and wait for the next client:

TcpClient nextClient = await server.AcceptTcpClientAsync();

Now that we have a client to talk to, we attach a StreamReader and a StreamWriter with a special option set on it to allow us to talk to the remote client with ease. The option set on the StreamWriter is AutoFlush, and it basically tells it to flush it's internal buffer every time we write to it - that way things we write to it always hit the TcpClient underneath. Depending on your setup the TcpClient does some internal buffering & optimisations anyway, so we don't need the second layer of buffering here:

StreamReader incoming = new StreamReader(nextClient.GetStream());
StreamWriter outgoing = new StreamWriter(nextClient.GetStream()) { AutoFlush = true };

With that, the rest should be fairly simple to understand:

string name = (await incoming.ReadLineAsync()).Trim();
await outgoing.WriteLineAsync($"Hello, {name}!");

Console.WriteLine("Said hello to {0}", name);

nextClient.Close();

First, we grab the first line that the client sends us, and trim of any whitespace that's lurking around. Then, we send back a friendly hello message to client, before logging what we've done to the console and closing the connection.

Client

Now that you've seen the server code, the client code should be fairly self explanatory. The important lines are highlighted:


using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using System.IO;

public class Client
{
    public readonly string Hostname;
    public readonly int Port;

    public Client(string inHostname, int inPort)
    {
        Hostname = inHostname; uint a;
        Port = inPort;
    }

    public async Task GetHello(string name) {
        TcpClient client = new TcpClient();
        client.Connect(Hostname, Port);

        StreamReader incoming = new StreamReader(client.GetStream());
        StreamWriter outgoing = new StreamWriter(client.GetStream()) { AutoFlush = true };

        await outgoing.WriteLineAsync(name);

        return (await incoming.ReadLineAsync()).Trim();
    }
}

// Use it like this in your Main() method:
Client client = new Client("localhost", 6666);
Console.Write("Enter your name: ");
Console.WriteLine("The server said: {0}", client.GetHello(Console.ReadLine()).Result);

First, we create a new client and connect it to the server. Next, we connect the StreamReader and StreamWriter instances to the TcpClient, and then we send the name to the server. Finally, we read the response the server sent us and return it. Easy!

Here's some example outputs:

Client:


./NetworkingDemo-Server.exe
Said hello to Bill

Server:


./NetworkingDemo-Client.exe
Enter your name: Bill
The server said: Hello, Bill!

The above code should work on Mac, Windows, and Linux. Granted, it's not the most efficient way of doing things, but it should be fine for most general purposes. Personally, I think the trade-off between performance and readability/ease of understanding of code is totally worth it.

If you prefer, I've got an archive of the above code I wrote for this blog post - complete with binaries. You can find it here: NetworkingDemo.7z.

Coding Conundrums Evolved Series List

A combination of all the banner images form the series so far. Left to right: ep 1, 2, 3, and then finally 4. Since a while ago I didn't have the time to write the next episode of Coding Conundrums Evolved and then I kind of forgot about it (sorry! I really haven't had much time since September this year, and they take ages to write... :-(), I've decided post a series list for the 4 episodes I've posted so far.

Before I forget though, the (long overdue!) password for last episode's solution (#4) is illykin. Remember to attempt the challenge yourself first before looking at my solution! Working out how you'd attempt a problem is just as important as actually writing the solution itself.

With the last password revealed, here's the series list:

While I'm certainly not averse to releasing a new entry in this series, it'll probably have to wait until the end of this year - unless I think of a really good idea that can't wait. Suggestions and ideas are welcome though :-)

Understanding your compiler: C#

Sorry for the (very) late post! I fell rather ill on the day before I was going to write the next post, and haven't been well enough to write it until now! Hopefully more cool posts will be on their way soon :-)

A nice picture of Durham Cathedral. (Above: A nice picture of Durham Cathedral. Taken by @euruicimages.)

How many times have you just finished adding a new feature to your latest and greatest program, and hit the "Run" button in Visual Studio or Monodevelop? Have you ever wondered what happens under the hood? Have you ever encountered a strange build error, and just googled the error message in the hope of finding a solution?

In this post, I'm going take you on a journey to understand the build process for a typical C♯ program that happens every time you press Ctrl + Shift + B (or F8 in Monodevelop). I also hope to show you why I think it's important to understand what happens behind the scenes.

The hierarchy of the c♯ build system.

To start any journey, we need a map. I've created a simple diagram for our journey. We'll dive into the world of the project file further down. Lastly, we'll end our journey at the individual source code files that actually make up your project.

Before that though, we need to make a quick stop in your sln file. The sln file (or Solution File) is the place where everything starts. Normally, you only get one solution file for each project you create. It's the file that keeps track of the name of your project, its id, and where all the projects are that your solution references (they're usually in appropriately named subfolders). Note that it doesn't keep references to the other projects that you reference (that's done at the project file level).

Solution files sometimes automatically detected too (xbuild does this for sure). If you're in a command line or terminal, you can build an entire solution with just one command, without having to open Visual Studio or Monodevelop:

cd /path/to/awesome/project
# Windows
msbuild AwesomeSpaceProject.sln
# Linux / Mono
xbuild

With that out of the way, we can talk about project files. Project files define which source code files should be built, and how. You can even add custom triggers that run at any time before, during, or after the build process here (this is how I embedded commit hashes in a C♯ binary)!

Though the syntax is quite simple, much of it is, sadly, un or underdocumented. Thankfully most of it is quite intuitive, and a little experimentation goes a long way:

<Project>
    ....
    <ItemGroup>
        <Reference Include="System" />
        <Reference Include="System.Drawing" />
        ....
    </ItemGroup>
    <ItemGroup>
        <Compile Include="Program.cs" />
        <Compile Include="GameObjects/Spaceship.cs" />
        <Compile Include="GameObjects/Enemy.cs" />
        ....
    </ItemGroup>
    <ItemGroup>
        <EmbeddedResource Include="Resources\Spritesheet.png" />
        <EmbeddedResource Include="Resources\CoolSpace.ttf" />
    </ItemGroup>
    ....
</Project>

The above is a (simplified) example if a project file. It might be called something like CoolSpace.csproj. It references a few core assemblies, specifies a few C♯ files for compiling, and embeds a resource or two.

Of course, these files are generated for you automatically, but it's always helpful to know how to works so not only can you fix it more easily when it goes wrong, but you can also extend it to do extra things that you can't through the user interface, like use wildcards (careful! Too many wildcards can slow down your build) to specify a range of files that you wan to embed without having to go around them all one by one.

Next, let's talk about references. References allow you to pull in code from elsewhere, like a core system library, another project (that's how you link 2 projects in (or even out of!) a solution together), a library of sorts (like Nuget), or another random DLL or EXE (yes, you can reference other executable files) file lying around. With references, yo can spread your code around loads of files and pull in libraries from all over the galaxy and have the build process follow all of your references around and tie everything up into a nice neat package for you.

The next piece of the puzzle is the builder. The software that actually builds your code. On Windows with Visual Studio, it's called msbuild, and is the original build tool, created by Microsoft, that sets the standard. On Linux, there's a different (but very similar) tool called xbuild. xbuild implements the standard that msbuild sets, allowing solutions written on Windows with Visual Studio to be compiled 9 times out of 10 on Linux (and probably Mac too, though I don't have one to check - let me know in the comments if you have one!) without any changes.

The final stone in the bridge, so to speak, is your code itself. The builder (whether it be xbuild or msbuild) preprocesses each included file into an object file, which are then all linked together into the final executable binary, which itself contains common intermediate language (or CIL) which is executed by your operating system (or mono on Linux / Mac). While CIL is a different topic for a separate time, it's still important, so I'm mentioning it here.

If you've made it this far, congratulations! I hope that it made sense. If not (or even if it did!), please leave a comment down below and I'll try to help you out :-)

Forgotten Parallax Bicycles

The forgotten parallax bicycles. In June last year (that feels weird to type), I created another one of my little HTML5 Canvas demos - this time of some hills that parallaxly scroll with a bicycle on a road. I actually made it as a (birthday?) present for someone I seem to remember - and I even released it on my website here, but I somehow seem to have forgotten to post about it here on my blog, so I'm doing so now :-)

You can find it here: Parallax Bicycle

At the time the bicycle itself in particular was incredibly fiddly to get working right if I recall correctly. The hills in the background are procedurally generated too - they are on a (seamless!) loop and repeat every so often. The seamless part was also interesting to get working right.

Happy (belated) New Year!

A starry sky, randomly generated by the program below.

Happy new year! Sorry this post is a bit late - I was busily putting the above together after my last post on browserify. Anyway, I hope that you have a peaceful and awesome new year :-)

If you look up into the sky tonight, what do you see? Hopefully something more-or-less like my latest demo (just more detailed :P). As you can see in the above picture, this time, I've created a canvas animation of a starry sky. The stars even rotate and twinkle, and are slightly dimmer near the bottom-centre of the screen.

Check it out for yourself: Starry Sky

Now all it needs are some fireworks....

For the curious the code is available on my personal git server.

Transform your javascript with Browserify

Tired of battling endless <script> tags in your html files? Fed up with messing with a dozen libraries cluttering up the place? Can't see the wood from the trees? Try browserify (+ rollupify + wzrd)! It's amazing! It's awesome! It tidies up your code for you, so you don't have to (perhaps not :P)!

Seriously though, I've just been playing around with browserify, and it's awesome. It's that missing thing I've been trying to find for a long time. But what does it actually do, you ask?

Well, perhaps it's best to use an example. Consider these (relatively) harmless javascript files:

// SillySay.js
"use strict";

function sillySay(sentence) {
    // Split the sentence up into words
    var words = splitWords(sentence);

    // Loop over all the words in the above array and display them one by one
    for(let i in words) {
        alert(words[i]);
    }
}
// WordSplitter.js
"use strict";
function splitWords(sentence) {
    // Split the sentence on whitespace and return the resulting array
    return sentence.split(/\s+/g);
}

To use our (perfectly ridiculous) example code, we not only have to include SillySay.js, but WordSplitter.js (this could be a library you use for example) as well:

<!DOCTYPE html>
<html>
    <head>
        <meta charset='utf-8' />
        <title>Silly Say Demo</title>
    </head>
    <body>
        <p>Silly Say Demo</p>
        <p>By <a href="https://starbeamrainbowlabs.com/">Starbeamrainbowlabs</a></p>

        <!---------------->
        <script src="WordSplitter.js"></script>
        <script src="SillySay.js" charset="utf-8"></script>
        <script>
            window.addEventListener("load", function(event) {
                sillySay("This is a test");
            });
        </script>

        <style>
            html, body { font-size: 100%; }
            body
            {
                font-family: sans-serif;
            }
        </style>
    </head>
</html>

That's looking a bit messy, but imagine what it'd be like if you added another few libraries? Or a new feature in a separate file? See the problem? Browserify solves just this issue. It analyses the dependencies of the entry point to your app, and bundles up all your code into a single file, nice and neat. You can add extra transforms (like plugins), too, to do extra things like automatically insert your app's version, or include other data files automatically, or transpile other languages to javascript automagically (full list here).

Sounds cool yet? Let me give you a quick tutorial on how I set up Browserify, with Rollupify and Wzrd.

Firstly, we need to set things up. If you don't have Node.js installed, do that now. You'll also get npm - Node's (perfectly awesome!) package manager. Next, let's create a quick project and paste in the code above. I've recorded an asciicast (as you may have seen a few times before here) of me going through the process:

(Can't see the asciicast above? Try viewing it here

If you'd like to take a look at the final result, as written in the asciicast above, you can find it over here. Questions and comments are welcome below :-)

Happy Christmas 2016!

A cool Christmassy bauble :D

Happy (belated) Christmas! I hope you have a great Christmas holiday. I was going to have a small something ready for yesterday, but I haven't managed to get it ready in time, so it'll be for new year instead :-)

Developing and Running C# Programs on Linux

Recently I was asked about running C# on Linux, and I remembered that I haven't actually written a blog post on it! This is that blog post I never wrote: A beginner's guide on how to develop, compile, and run C# programs on Linux. Here I assume a debian-based system (specifically Ubuntu 16.04), but it can be just as easily adapted to work with other flavours.

To start off, you'll need to add the mono repository to your system's apt repository list. Taken from the official mono website, here are the commands to do that:

sudo apt-key adv --keyserver hkp://keyserver.ubuntu.com:80 --recv-keys 3FA7E0328081BFF6A14DA29AA6A19B38D3D831EF
echo "deb http://download.mono-project.com/repo/debian wheezy main" | sudo tee /etc/apt/sources.list.d/mono-xamarin.list
sudo apt update

The more experienced may notice that although I'm installing on a, Ubuntu 16.04 system, I'm still specifying wheezy when installing mono. This shouldn't make too much of a difference - currently mono only supports wheezy upon install.

Next, it's time to actually install mono itself. This is easy:

sudo apt install mono-mcs

The above ought to install the mono runtime and compiler. If you experience issues down the line, simply install the mono-complete package instead.With this installed, you should now be able to launch compiled programs written C♯ by double-clicking them in your file manager - without any modifications. C♯ programs compiled on Windows can be run on Linux, and vice versa (this is because C♯ actually compiled into something called the Common Intermediate Language, or CIL).

If you're on a server, then you can run your programs by prefixing the executable name with mono, like this:

mono program-of-awesomeness.exe

If your program crashes, however, the output is not very helpful at all. Thankfully though there's a way to remedy that. First, make sure your program is compiled in debug mode, and then add the --debug flag when running your program:

mono --debug another-awesome-program.exe

This is all very well, but what about compiling? That's relatively easy as well. mcs is the linux version of csc on Windows, and behaves almost identically with some minor syntactical changes (read up about it by typing mcs --help or man mcs). For Visual Studio solutions, there's xbuild. Xbuild is a new-ish build too for Linux that is capable of compiling almost any Visual Studio solution file without any modifications (though there are some undocumented difficulties that you might run into as an advanced user).

To use it, first install the mono-xbuild package (sudo apt install mono-xbuild), and then, in a terminal, cd into the directory that contains the solution you want to compile, and then type xbuild and hit enter. That's it!

All this work in the terminal is cool for running C♯ programs on GUI-less boxes and servers, but it's no way to develop a larger application. Thankfully, there's a solution to that too! Monodevelop is the best C♯ IDE out there at the moment - it's like Visual Studio for LInux. It's easy to install, too - simply install the monodevelop package (sudo apt install monodevelop).

Monodevelop.

(Above: Monodevelop running on my Linux laptop. The project open here is my sprite packing tool.)

The package in the official repositories should be good enough for general use (though it's probably out of date). For the latest version with all the latest features though, you'll have to compile it from source.

Sadly this is not a trivial process. To do it you need to be comfortable with the terminal and know your way reasonably well around a Linux system. If you still want to go ahead anyway, start by downloading the latest release and follow the instructions. You'll probably find it keeps complaining about things not existing - usually a quick apt search {thing} reveals which package you need to install in order to get it to work. If you have trouble, post a comment below and I'll try to help you out.

Even without compiling monodevelop from source, it's still a pretty good IDE. It lets you create Visual-Studio-compatible solution files, and compile your code on the fly at the touch of a button.

That just about covers the basics of running C♯ on Linux. If there's anything I've missed or you'd like to ask about, post a comment below!

Art by Mythdael