This really old post still does a great job of bringing us up to speed to the Unicode world we live in today. And then came Emojis
There are numerous posts of the pain of dealing with Emojis whenever you have to because it does screwy things like combining neighboring characters to form a single emoji. This means that the length of a string, if it is just a measure of the unicode CodePoints used is different from what you would count on the screen.
This gives you whacky results like “💩”.length == 2 and generally makes working with strings just a pain even to the extent of crashing your iPhone. On the flip side some things like being able to delete family members from the 4 member family emoji with every backspace are kinda amusing, since it is it’s actually 7 characters: 4 ‘normal’ people characters and 3 invisible ‘joining’ characters in between.
Except that the characters in the list also included emojis and Dart’s Uri class doesn’t work with anything more than UTF-8 characters and crashes when encountering strings with emojis that are just ‘escaped’. This, as it turns out, is as per spec and all those fancy emoji domains that I thought used Unicode in the URI, use a different idea around Internationalized Resource Identifiers and Punycode. Thankfully passing in a URI encoded string with emojis seems to work fine and emojis come out 👍on the other side of the decode process.
While this seemed to work at that point, passing the decoded string to my Yaml loader crashes the app again (is Yaml supposed to be restricted to Ascii/Utf-8 ? ). But that is a problem for a different day.
For now, I have decided to just convert emojis to shortcodes for the transit and remap them to emojis on the other side. Its not pretty but it works.
Oh and in the meanwhile, if you want to know how to loop through a String with emojis in Dart, you can do that by looking through the Runes in a String:
I am a little behind on my 2018 review, seeing that its almost mid Jan already. But better late than never, so here goes
While it was a lot of fun, I am looking at other things beyond VR this year and am excited for certain new ideas I am playing with. Will share more on that later.
I did a fair bit of work on Blockchains in 2018, mostly at the Dapp level. Its early days for this space but I do believe they present a once in a generation opportunity for a step function change in how we use technology. There is a lot of pessimism about the space right now, after the unrealistic craziness that was the 2018 bubble when Bitcoin hit $19,000 but I am excited about where the tech is going.
I spoke at a panel at the Coinvention Conference on the Philly Blockchain scene (Thanks Mike) as well as at the inaugural session of the Drexel Blockchain club (Thanks Adit)
I did a fair bit of reading this year but I did abandon a lot of books halfway. I am trying to be okay with that rather than pushing through a bad book, just to complete it. I wish there was a better app than Goodreads for books though
Some other things that happened this year:
Philly Google Developer Group (GDG) continues to go strong in its 8th (!) year since its start as AndroidPhilly in 2011. Its a great community that I look forward to meeting at least once a month and have made some great friends there.
I didn’t travel as much for work this year, which was good. My favorite event though was the MIT Media Lab’s Fall Member Event. I do like all the demos that the Media Labs groups present but the best part is the talks with other sponsors from different organizations.
I worked with a lot of interns and co-ops this year, mostly from Drexel, and I loved it. These guys and girls are smart, enthusiastic and I find conversations with them refreshing since they question a lot of assumptions I often have. Maybe I should consider some work in academia 😉
2019 is guaranteed to be a year of many changes and I am excited for most of them. Stay tuned.
I recently updated the React Native app I have been working on for a while from RN 0.47 to 0.55. I’ll admit I was a bit callous about the update and hadn’t really looked at the change log, but hey, version control does give one a foolish sense of bravado.
Anyway, needless to say there were issues. As of RN 0.55.4, the `setJSMainModuleName` has been renamed to `setJSMainModulePath` and it took me a bit of sleuthing to figure that out (Find the Github commit here)
However a bigger issue came up when I tried to package the app after resolving the compile errors.
This was a total fail for me, since my app uses local npm modules to hold pieces of common code for the web and mobile clients.
Thankfully someone did come up with a bit of a hack that generates absolute paths for all symlinked libraries and launches the cli.js file of the packager with a config file with the list of absolute paths.
It works for now, but hopefully this bug will get fixed soon.
If you know me, there is a good chance that you know how 👍 I am about Blockchain and Decentralized apps. I have given a few talks on it but till recently these were mostly either focused on Bitcoin or on the academics of Blockchain technology. At a recent Comcast Labweek, I was finally able to get my hands dirty with building a Blockchain based decentralized app (DApp) on Ethereum.
Labweek is a week long hackathon at the T&P org in Comcast that lets people work on pretty much anything. I was pretty fortunate to end up working with a bunch of really smart engineers here. The problem we decided to look into was the challenge of funding open source projects. I am pretty passionate about open source technologies but I have seen great ideas die on Github because supporting a project when you aren’t getting paid for it is really hard. Our solution to this problem was a bounty system for Github issues that we called CodeCoin.
The way CodeCoin worked was as follows:
A project using CodeCoin would sign up on our site and download some Git hooks.
When anyone creates an issue on Github, we create an Ethereum wallet for the issue and post the wallet address back to Github so its the first comment on the issue.
We use a Chrome extension that adds a “Fund this issue” button on the Github page that starts the Ethereum payment flow.
Ether is held in the wallet till the issue is marked resolved and merged into master. At this time another Git hook fires that tells our server to release the Ether into the wallets of all the developers who worked on the issue.
Note that while we held the Ether on our side in wallets, the right way to do this would have been to use a Smart Contract. We started down that route but since most of the code was done in like 2 days (while juggling other real projects), wallets seemed like the easier route.
Releasing money into developer accounts was also a hack. Since developers don’t sign up to Github with any digital wallet address, we need the wallet addresses as part of the final commit message. This could be done with a lookup on a service like Keybase.IO maybe and with more time we would have tried integrating it to our prototype. In fact it was the next week that I heard about their own Git offering. I haven’t read enough about that yet though.
For local development, we used the TestRPC library to run a Ethereum chain simulation on our machine.
Web3js was injected into the browser by the MetaMask extension. There were some challenges getting Metamask to talk to the TestRPC. Basically, you had to make sure that you initialized MetaMask with the same seed words as you used for your account on TestRPC (which makes sense) but there isn’t a way afaik to change that information in MetaMask. Early on, we were restarting TestRPC without configuring the initial accounts so we’d have to reinstall MetaMask to configure it with the new account. Chalk that to our own unfamiliarity with the whole setup.
We did try to use Solidity to run a smart contract on TestRPC which worked for the demo apps, but canned that effort in the last moment as we were running out of time
All in all, it was a fun couple of days of intense coding and I feel I learnt a lot. Most of all I enjoyed working with a group of really smart peers, most of whom I didn’t know before the project at all. Hopefully we get to do more of that in the future 🙂
I had a great time last week attending Oculus Connect 4. Just like last year, the keynotes were really interesting and the sessions pretty informative. Here are some quick thoughts on the whole event:
Oculus Go and Santa Cruz
Oculus announced two new self contained headsets: the Go, a 3DoF inexpensive ($199) headset that will be coming early next year and much later, Project Santa Cruz, the 6DoF headset with inside-out tracking. Whats interesting is that both these devices will run mobile CPU/GPUs which means that 3 of the 4 VR headsets released by Oculus will have mobile processing power. If you are a VR developer, you better be optimizing your code to run on low horsepower devices, not beefy gaming machines.
Both Go and Santa Cruz are running a fork of Android
The move to inexpensive hardware makes sense, since Oculus has declared it their goal to bring 1 billion people into VR (no time frame was given 😉 )
Oculus Dash and new Home Experience
The older Oculus Home experience is also going away in favor of the new Dash dashboard that you’ll be able to bring up within any application. Additionally you’ll be able to pin certain screens from Dash enabled applications (which based on John Carmack‘s talk seem to be just Android apks). There could be an interesting rise of apps dedicated to this experience, kinda like Dashboard widgets for Mac when that was a thing.
The removal of the app-launcher from Oculus Home means Home now becomes a personal space that you can modify with props and environments to your liking. It looks beautiful, though not very useful. Hopefully it lasts longer than PlayStation’s Home
The Oculus Avatars have also undergone a change. They no longer have the weird mono-color/ wax-dolls look but actually look more human with full color. This was also done to allow for custom props and costumes that you’ll be able to dress your avatar in in the future (go Capitalism 😉 )
Another change is that the new Avatars have eyes with pupils! The previous ones with pupil-less eyes creeped me out. The eyes have also been coded to follow things happening in the scene to make them feel more real.
Oh and finally, the Avatar SDK is going to go cross platform, which means if you use the Avatars in your app, you’ll be able to use them in other VR platforms as well like Vive and DayDream.
Oculus has been talking quite a bit lately about how Video is a huge use case for VR. A majority of use of VR seems to be in video applications, though detail on that wasn’t given. For example, apps like BigScreen that let you stream your PC cannot be classified as video or game since who knows whats being streamed. Also since the actual usage number of VR sessions wasn’t said, its hard to figure out if the video sessions count is a lot or not.
Either way, one of the big things that Carmack is working on is a better video experience. Apparently last year their main focus was better text rendering and now the focus is moving to video. The new video framework no longer uses Google’s ExoPlayer and improves the playback experience by syncing audio to locked video framerate rather than the other way as its done today.
One of the interesting things announced at Connect was Venues: a social experience for events like concerts, sports etc. It will be interesting to see how that goes.
There were numerous other talks that were interesting, from Lessons from One Year of Facebook Social to analyzing what is working in the app store. All the videos are on their YouTube Channel
While I was wowed by a lot of the technology presented, it definitely feels like VR has a Crossing the Chasm problem: They have a pretty passionate alpha-user base but are trying really hard to actually get the larger non-gaming-centric audience in.
Oculus Go seems like a good idea to get the hardware and experience more widely distributed but what is really needed is that killer app that you really have to try in VR. The technology pieces are right there for the entrepreneur with the right idea.
I have been involved in a few VR projects this last year. While the earlier prototypes used Unity as the development environment, some of the new ones use WebVR, an emerging web standard for VR development.
WebVR, as opposed to native-app VR, does have a few advantages:
Automatically falls back to an in-browser 3D experience on non-VR devices
Not having to compile the app to quickly check the changes in a browser is pretty awesome
The biggest thing though is that the kind of experiences we have always thought about: moving from one VR experience, is not possible in a series of native apps. I have heard the future of VR referred to as a “web of connected VR experiences” and that is the vision that is truly exciting.
That said, current tooling is much better for VR native apps with most tools focusing on Unity, which is really the de-facto tool for game developers. However I really hope the tooling on WebVR side starts getting better.
Developing for WebVR
The way we currently build for WebVR is by using AFrame, a VR framework built on top of WebGL primarily maintained by Mozilla and the WebVR community. AFrame is built on top of ThreeJS, the most popular 3D library for WebGL. For desktop VR development, the only desktop browser that you don’t have to finagle with too much is Firefox. Most of the development is done on Oculus Rifts connected to some beefy PCs.
The developer workflow for mobile VR development though is a different story. While our current prototype had no requirements to be mobile, I recently tried it on a Google’s Daydream and found a few bugs. Fixing those seemed trivial, but actually doing that was a lot more painful than I would have thought. Here are some problems I ran into:
Cannot start a WebVR experience from inside VR
Currently there is no available web browser that can launch from the DayDream VR home menu. While Chrome on Android supports WebVR and will trigger a “Insert into Headset” DayDream action when a user taps on a VR button on a WebVR experience, there is no way to get to that experience from within DayDream itself. You cannot pin a WebVR experience to your DayDream Home and WebVR experiences don’t appear in your recent VR apps section.
This is actually really frustrating. The workflow to debug a DayDream error is:
On phone, go to Chrome, launch app
Tap “VR” mode
Insert phone into headset
Verify Chrome Remote Debugger is still connected
See if the bug still appears
Pop phone out of headset
The constant popping of the phone in and out of the headset get old really fast. One option may be to add a “reload” button in your WebVR experience but I am not sure if that will work, since you aren’t supposed to be able to enter VR mode without an explicit user action (like a button tap)
One thought I did have was to create an Android app with the Manifest declaring it as a DayDream app, and then have its main view just be a WebView. Unfortunately that didn’t work, though I did get the app in the DayDream Home view. A different idea was to let this app launch Chrome with my WebVR app’s URL. Again, there were challenges: For one Chrome launched in conventional view and did not automatically trigger the VR split view for the left and right lenses. To add to this hack, I added a trigger to call AFrame’s enterVR() method when the page loaded which kinda worked but every launch caused this weird blink when the app went from 2D to VR mode that it was actually painful to use.
One HUGE tip in this workflow: Make sure you have enabled the DayDream debug menu selected the “Skip VR Entry Screens” without which the workflow mentioned adds like 2 more steps per debug.
Using Chrome Remote Debug
For a lot of my testing, all I needed was the console.log function from developer tools. You can see your logs using Chrome Developer Tools’ Remote Debug feature. Not sure I was doing it wrong but I kept losing connection to the active tab every time I reloaded the page to check. Really annoying. At the end of the day, I did discover the A-Frame Log Component, which I haven’t used yet, but intend to very soon.
Lack of a DayDream Controller Emulator
If you are developing for VR, your productivity is directly proportional to how much of the development you can do without putting on the headset. With WebVR, since your app automatically works in a browser, you can do a lot of development without the headset. Unfortunately this breaks down when you are trying to code around user interactions. You can use the Mouse as a raycast source which gets you partly there but you really want an emulator for the hand controllers to try different things out.
DayDream officially has an emulator for its controller, but that controller only seems to target Unity and Unreal based projects. There are other projects like DayFrame for AFrame but since my problem was specific to the DayDream controller, using a proxy emulator didn’t make much sense.
What I really wanted to do was to pair the official Google DayDream controller to my PC but I haven’t been able to find any way to do that yet.
I have been generally enjoying working with AFrame and it has a surprisingly (to me) strong community of active developers. However the developer workflows, esp for on-device testing, still need work. Ideally what I am looking for is a one click that deploys my WebVR app to a server and then launches DayDream pointed to the WebVR page running in fullscreen VR. Or even better, a WebVR/AFrame equivalent of Create React App or similar boilerplate projects, that automatically sets up all the best tools for developing and testing WebVR projects on both the browser and on-device.
Its interesting that for an industry pushing humanity into the future, Software engineering practices have not changed significantly in the last 50 years. We are still using basic text editors with syntax highlighting, often on machines with hundreds of times the power of the devices they were originally designed for, an irony highlighted by Bret Victor in his talk linked below
I have been thinking about this for a while and collecting links on different ideas around this for the last few years. The deck below collects some of these ideas. If you have others that could be added, please leave a comment.