Authorfforw

Inktober 2019

Inktober 2019 is finished and it’s the first time I participated from start to finish. It was hard to draw every day and some days even more than others, but overall I’m really happy with the results.

Digital Painting

Some time ago I did some more digital painting with my graphics tablet and krita. Heavy use of the somewhat buggy (NaN colors!) mixing color selector.

Inktober 2018

After having had a phase of acrylic painting for a while, I have joined Inktober 2018.  Started a bit late, had some weak days at the end, but all in all I had a real good time trying out ink and other techniques.

At first I really like the simplicity of simple ink pens, but over time the limitations in line width etc just became more important to me. In the end I started drawing with dipping pens which I had avoided for so long. The cleaning is a bit annoying but I really got into working with the ink nibs.

Vacation Art, Part 3

Did another vector piece.

Took nearly 9 hours as-is. Seriously underestimated the complexity of layering the caustic light effects even in the limited fashion I did here. Originally wanted to go even further.

Vacation Art: Part 2

Hey.. what happened to Part 1? Well.. that happened on my last home vacation  and mostly on twitter.

This year I started again with doing art stuff and got right into it..

Reflection on my last name
Reflection on my last name

Doesn’t make much sense in both directions, but that’s names, I guess..

Agitprop

Somehow got into the idea of recreating agitprop like abstract thingies with SVG and modern, more hipsterish people instead of soviet working populace. Just something about the style, I guess..

Coffee!

First results are mixed, I’d say.. Result is so so, but I think I learned a lot doing it.

Drawing-Stuff on Youtube

I keep watching a lot of drawing and painting related tutorials on youtube and one of them is Alphonso Dunn’s channel on drawing things. I was trying to get into a more inky workflow and maaybe considering getting into actual coal drawings, but then I got stuck on my inability to draw and I watched a lot of stuff on Alphonso’s channel about cross-hatching but also other stuff. Like basic kind of lines, purpose of these lines etc. The cross-hatching went so so, I still have to learn a lot there I think, both on a physical level of actually doing it on my graphics tablet as well as reaching the consistency etc required for real good results. Slow progress..

Among all the concrete drawing stuff Alphonso talked about the communicative value of lines (and other elements) and somehow I never really had thought about it that way and at first I just found it interesting, but then later when I did the SVG work, which is not really that related at all, it kind of really clicked for me.

What is the purpose of the SVG shape I’m drawing here, what is it supposed to be, what does it communicate to the viewer?

Then I did another SVG piece, that really felt like a quantum leap for me in terms of what I feel I can accomplish with the medium of SVG vector art and more.


Except for that annoying piece of parseley, the whole thing us based on very simple, even imperfect shapes, but each element is something. The light part of this and that, the reflection of that and that, the anti-shadow there, the rim of that.

Each element was there in the initial reference material I looked at for the reflections etc, but it was there as a chaotic mishmash of oddly colored pixel noise. It takes me, the artist to reformulate them into shapes, into common areas that have a united purpose within the image.

And even though it is imperfect and wonky in places, and even if it looks very different from the references in the end, the brain will recognize the things communicated, will take the hints of color and value and recreate that ideal of the soup bowl in our heads.

I don’t know why I never thought of it that way before, and now that I do it seems so very obvious.


Links

How to change the Trash shortcut in Ubuntu 11.10 oneiric ocelot

Unity’s default shortcut to use <Super>+T to open the trash has been bugging me for some time, mostly because it conflicts with my open terminal shortcut. Judging from the questions I found by googling, I don’t seem to be the only person who would like to configure it.

Turns out, there is no easy way. Although there are two different places where I can configure keyboard shortcuts, none of them can be used to change the shortcut used to open the trash window. It’s kind of odd how this is a shortcut at all. I mean, how often do I actually look into the trashcan to see what’s in there? That’s not even remotely close to being a common operation.

The cumbersome way

This being free software, there is of course another way, which you might or might not consider to be worth doing, that is downloading the source-code for a package, change it and compile it into a .deb package again (If you don’t know how to do that, consult the link I provided below).

Turns out changing the source code was really easy. Simple searching for “trash, I soon found “plugins/unityshell/src/TrashLauncherIcon.cpp” where I found the following code:

TrashLauncherIcon::TrashLauncherIcon(Launcher* IconManager)
  : SimpleLauncherIcon(IconManager)
  , proxy_("org.gnome.Nautilus", "/org/gnome/Nautilus", "org.gnome.Nautilus.FileOperations")
{
  tooltip_text = _("Trash");
  SetIconName("user-trash");
  SetQuirk(QUIRK_VISIBLE, true);
  SetQuirk(QUIRK_RUNNING, false);
  SetIconType(TYPE_TRASH);
  SetShortcut('t');

I changed the last line to set ‘x’ as the shortcut and build the package, which turned out to be multiple .deb files of which I found the right one by unpacking them into a temp directory and looking for the TrashLauncherIcon symbol.

I’m not sure the amount of work required to do this is really worth it, especially considering that I have to redo it every time the unity package is updated again, but for now I’m really satisfied.

Links:

Update: Added bugtracker URL for this.

Update2: Build and uploaded new .deb for new version (12.11.2011)

The people are just disturbing governance

Generating List<Something> from JSON with svenson

Often you’ll find yourself wanting to parse a JSON into a Java collection but want the values inside the collection to be of a specific type. Nothing easier than that.

import org.svenson.JSONParser;
…
// Getting a list containing your own type Something.
// Assume json to be a String containing the JSON dataset.
JSONParser parser = new JSONParser();
parser.addTypeHint("[]", Something.class);
List<Something> someThings = parser.parse(List.class, json);
// someThings will be a ArrayList instance by default. You can change
// that by changing the mappings for interfaces by calling
// org.svenson.JSONParser.setInterfaceMappings(Map<Class, Class>)

Parsing into a map is not much more complicated either

JSONParser jsonParser = new JSONParser();
jsonParser.addTypeHint(new RegExPathMatcher("\\.(f1|f2)"), Something.class);
Map<String,Object> someThings = jsonParser.parse(Map.class, json);

If we want to have our Something type for more than a single field, we need to setup a matcher. Here you see an example of a RegExPathMatcher that makes sure that both the keys “f1” and “f2” of the map we receive will be converted to Something, while all other fields are not.

If you want to convert all map properties to Something, the RegExPathMatcher would be like this

    … new RegExPathMatcher("\\..*") …

This would match every JSON path that starts with a property. If you don’t like RegularExpressions, or are on some kind of diet on them, you can also construct a more complex matcher tree from the compositable Matchers like this

JSONParser jsonParser = new JSONParser();
jsonParser.addTypeHint(new OrMatcher(
    new PrefixPathMatcher(".f1"),
    new PrefixPathMatcher(".f2")), Something.class);
Map<String,Object> someThings = jsonParser.parse(Map.class, json);

Update: Due to me fucking up both the Prefix-/Suffix- matchers as well as their tests, the last example will only really work with the current svenson trunk/future svenson 1.3.8


Thrust 2010

Thrust 2010 gameplay screenshot

Those of you who playtested it know it already, for all the others, I’d like to announce the first release of Thrust 2010. It’s a HTML5/canvas game inspired by the old C64 classic, redone for mouse-driven interface. So far it contains 6 levels of agility / shooting fun. Don’t give up if you are having a hard time controlling the ship at first. Just keep trying, don’t speed and keep it under control. People keep telling me it’s difficult to control and I guess that’s true and to some degree even intended, but I’m also sure that you get much better at it over time.

Links:

Gelernter nonsense

No english translation yet.

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