profile
viewpoint

caolan/nodeunit 1913

Easy unit testing in node.js and the browser, based on the assert module.

mreinstein/alexa-verifier 74

✓ Verify HTTP requests sent to an Alexa skill are sent from Amazon

alexa-js/alexa-verifier-middleware 30

An express middleware that verifies HTTP requests sent to an Alexa skill are sent from Amazon.

mreinstein/aws-transcription-to-vtt 8

convert an AWS transcribe JSON body into a .vtt file

mreinstein/constraint-solver 8

a constraint solver based on kiwi.js with better API ergonomics

mreinstein/ecs 6

data oriented, functional entity component system

mreinstein/ascii-diagrams 5

ascii diagramming done right

mreinstein/home-automation 5

🏠 Notes, links, and prototypes related to my home automation experiments

mreinstein/level-generator 5

✣ Randomly generate 2d levels in closed environments, as found in many roguelike games.

mividtim/mivid-stack 3

An example fashion-forward full-stack app in Riot, Redux, and RethinkDB

fork mreinstein/popper-core

🍿Positioning tooltips and popovers is difficult. Popper is here to help!

https://popper.js.org

fork in 2 hours

startedgliffy/canvas2svg

started time in 5 hours

startednbedos/termtosvg

started time in 5 hours

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 5cba37c04441846882fd4c964a5af2de9f7277cd

reduce noise in the collision routines documentation

view details

push time in 6 hours

push eventmreinstein/collision-2d

Mike Reinstein

commit sha f38a80fee00576f8165da0ff9510fbcbad0268f0

reduce nice in the collision routines documentation

view details

push time in 6 hours

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 69a3fb228c1914b770a5cf1fe75867948e0111b8

add more credits

view details

Mike Reinstein

commit sha e984cc396cc35a66d2b6a491f8d0755493f0728b

add details on the various collision entities

view details

push time in 6 hours

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha ee8ae3a1ec7942e071a173a86f3d6bd8ccb9bb40

implement optional grid lines. fixes #1

view details

push time in 6 hours

issue closedmreinstein/snabbdom-timeline

add background grid guide lines

nice example:

Screen Shot 2020-05-16 at 8 07 27 PM

closed time in 6 hours

mreinstein

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha e8e2fd7abf136b98d978f0420b8a14835b386a99

fix example to clamp end range of linked graph

view details

push time in 7 hours

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 92a24f6ee73e615233f445c5a93c2b02dacfa975

rename screenshot

view details

push time in 8 hours

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 368534177b2fb7e243b3582dfe21c6abbc701512

rename screenshot

view details

push time in 8 hours

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha e32886aabdfaa979149801fd4b962ee5468b2ce9

update screenshot

view details

push time in 8 hours

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 0e33d46f993a6204bee102c4c6ead7475da6ec64

fix positioning of data points at the right side of the graph. fixes #4

view details

push time in 8 hours

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 777bb1fc136d2ef7ed7ac8bba9547688f1dc2ca3

add working example

view details

push time in 8 hours

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 4500b5123f8fad77256045704a7b0f6843fd2f19

remove unneeded files

view details

push time in a day

push eventmreinstein/collision-2d

Mike Reinstein

commit sha c30b7ac2e691fa5a4f388a3ec0af155b2971b454

revert segment-segment-overlaps API

view details

push time in 2 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 473869a5686152958849a8ea573a172e36b77d75

fix readme

view details

push time in 2 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 411c6ce31f10e4943f74130cf1dd6adf6db95471

adjust segment-segment-overlap API

view details

push time in 2 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha cdc8c9d1a54f30d2b268771737a18491cc264a17

update docs

view details

push time in 2 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 26154f57e8b0f76a226a287725e39c580e7713ce

fix aabb-aabb-sweep2

view details

Mike Reinstein

commit sha c474d9909dbf709f077df98f0513039c115f4083

add more API docs

view details

push time in 2 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha fc116853637f829509d7ec21a932c0840c294442

start working on basic api usage

view details

push time in 2 days

issue closeddataarts/dat.gui

a pure es module import would be fantastic

I frequently like to use dat.gui in small experiments on my local machine. I'd love to not need to have a package manager to install/build/configure dat.gui for these fast experiments.

Here is how I'd like to use dat.gui:

<script type="module">
    import dat from 'https://cdn.jsdelivr.net/gh/dataarts/dat.gui@0.7.7/src/dat/index.js'

    const obj = { x: 40, y: 100 }

    const gui = new dat.GUI()
    gui.add(obj, 'x')
    gui.add(obj, 'y') 
</script>

Right now this snippet won't work because the source code doesn't include the file extension when it imports modules (.js)

This would be really amazing for prototyping, just being able to wire up this usage of dat.gui without all the ceremony of needing node, npm, bundling tools, bundling config, etc.

closed time in 2 days

mreinstein

issue commentdataarts/dat.gui

a pure es module import would be fantastic

regarding the original question of the issue, we do provide a "pure ES module import" as explained above

sounds reasonable, thanks for your time!

mreinstein

comment created time in 2 days

issue commentdataarts/dat.gui

a pure es module import would be fantastic

The fact that it doesn't contain let/const or ES6 Classes doesn't really seem like it should be holding your project back, correct?

Well, I didn't open this issue because I'm held back. :) I have dozens of projects that have been using an npm based build chain. And I'm certainly able to use dat.gui in all kinds of existing projects. (dat.gui is a great tool by the way!)

On the other hand, just because things work doesn't mean they are optimal, and won't stop me from continuously evaluating how I can improve tools and libraries I rely on. :)

mreinstein

comment created time in 2 days

issue commentdataarts/dat.gui

a pure es module import would be fantastic

I'd prefer not to drop that backward-compatibility without a compelling reason.

Yeah I'm not asking anyone to drop backwards compatibility. :) I'm just asking if we could provide a "pure" es modules based thing alongside all of our existing stuff, which would enable me to drop node/npm/packag.json/build tools/legacy module formats, etc.

with the advent of good browser support + deno, now seems like a prime time to start re-evaluating the way we've been doing things for the last decade of javascript.

mreinstein

comment created time in 2 days

issue commentkevzettler/gl-swept-sphere-triangle

Proper ellipsoid support.

sorry for disappearing for a while, I was working on the 2d version of this, along with some other collision related things. I got this working in 2d with ellipsoids, and this is basically what needs to happen (at least in 2d):

when loading the collidableLines:

const ellipsoidRadius = vec2.create(2, 5)  // width, height of ellipsoidRadius

// each line is an array of 2 vec2s: [ startPoint, endPoint ]
for (const line of collidableLines) {
    vec2.divide(line[0], line[0], ellipsoidRadius)
    vec2.divide(line[1], line[1], ellipsoidRadius)
}

when colliding:

function collideAndSlide (lines, position, ellipsoidRadius, moveVel, contact) {
    // convert position and velocity into ellipsoid space
    const eSpacePosition = vec2.divide(vec2.create(), position, ellipsoidRadius)
    const eSpaceVelocity = vec2.divide(vec2.create(), moveVel, ellipsoidRadius)

    // the lines, position, and moveVel have already been normalized into sphere space,
    // so set the sphere radius to 1.0
    sphereRadius = 1.0
    const finalPosition = collideWithWorld(lines, eSpacePosition, sphereRadius, eSpaceVelocity, contact)
}

Another nice optimization for this would be to pre-calculate all of the line/triangle normals, but I haven't bothered with that yet since I'm mostly dealing with a small number of potential colliders thanks to a reasonable broadphase cull step.

kevzettler

comment created time in 2 days

issue commentdataarts/dat.gui

a pure es module import would be fantastic

The purpose of the build is to provide an ES module

yeah I get that, I guess what I mean is, es module support was one of the last things to go into es 6, so if the output target of build/dat.gui.module.js is es module based, why not leverage other capabilities that are also in es6?

mreinstein

comment created time in 2 days

issue commentdataarts/dat.gui

a pure es module import would be fantastic

Thanks for the link!

I'm curious why the es6 build doesn't use let, const, or other es6 nice-ities? This seems to be transpiled down to an older javascript dialect (es5?)

mreinstein

comment created time in 2 days

issue commentdataarts/dat.gui

a pure es module import would be fantastic

My understanding of .mjs is that it's a workaround that was used in/proposed node, before they added es modules support.

We could potentially use .mjs but at this point it might be better to stick with .js. .mjs isn't technically a known MIME type.

mreinstein

comment created time in 2 days

issue openeddataarts/dat.gui

a pure es module import would be fantastic

I frequently like to use dat.gui in small experiments on my local machine. I'd love to not need to have a package manager to install/build/configure dat.gui for these fast experiments.

Here is how I'd like to use dat.gui:

<script type="module">
    import dat from 'https://cdn.jsdelivr.net/gh/dataarts/dat.gui@0.7.7/src/dat/index.js'

    const obj = { x: 40, y: 100 }

    const gui = new dat.GUI()
    gui.add(obj, 'x')
    gui.add(obj, 'y') 
</script>

Right now this snippet won't work because the source code doesn't include the file extension when it imports modules (.js)

This would be really amazing for prototyping, just being able to wire up this usage of dat.gui without all the ceremony of needing node, npm, bundling tools, bundling config, etc.

created time in 2 days

issue commentdataarts/dat.gui

Feature request: Display formatter

Donitzo super cool idea!

Donitzo

comment created time in 2 days

issue commentpopperjs/popper-core

using low level dom/positioning code

@FezVrasta I'm hacking around with some low level functions in popper, is this a good place to throw questions, or is there a gitter/slack/discord community that would be easier/more appropriate?

mreinstein

comment created time in 2 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 8a1fc3c7505b228151b460f0e0b4b1c55fc63c61

fix bug in aabb-segment collision

view details

push time in 3 days

issue commentnoonat/intersect

AABB.intersectSegment returns NaN in hit collider response object

@noonat I figured out the problem. It's possible for nearTimeY to get set to NaN when we attempt to multiply 0 * Infinity (results in NaN)

the fix in #10 is pretty simple, we just check to see if nearTimeY is set to NaN, and if so set it to Infinity

I also added a unit test to reproduce this problem.

mreinstein

comment created time in 3 days

push eventmreinstein/intersect

Mike Reinstein

commit sha d1f6a3477d858eb9aa5245fb27555de1008e6402

handle nearTimeY when the line segment is aligned to top Y of the AABB

view details

push time in 3 days

fork mreinstein/intersect

An explanation of 2D collision tests in JavaScript

http://noonat.github.io/intersect/

fork in 3 days

push eventmreinstein/math-gap

Mike Reinstein

commit sha c75178f9c8fcae61a4bd251bc043dee5b7e86f7d

add to-degrees and to-radians

view details

push time in 4 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha ce21754e20b323ea036b264ec93958c20b24a93b

update math external deps to point at new location

view details

push time in 4 days

push eventmreinstein/math-gap

Mike Reinstein

commit sha 0ac5881b2ca0d7acbdaa074e68a65f885472d224

move code into src/ and add lerp function

view details

push time in 4 days

delete branch mreinstein/constraint-solver

delete branch : pegjs

delete time in 4 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 810e90df6625d99785c006505e1e0ac524ca13c0

centralize all external dependencies in deps.js

view details

push time in 4 days

push eventmreinstein/remove-array-items

Mike Reinstein

commit sha 4fdb9ebaef0d5e10db061f204e246c8ec33fdfb2

simplify usage instructions

view details

push time in 5 days

push eventmreinstein/remove-array-items

Mike Reinstein

commit sha 681c50ffa095d4bad65ddb136adb3de101f0c8b4

remove unneeded 'use strict'; simplify

view details

Mike Reinstein

commit sha 3a6721686b316caca7728f51377926e1c154edb6

move source code into src/ and convert to es6

view details

push time in 5 days

issue openedmreinstein/collision-2d

add more tests

the existing tests are disabled, and there should be more. Some of these tests could be copied from https://github.com/noonat/intersect/tree/master/test

created time in 6 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 9cb421bdc2823684143ce0ad8b9b12739e57dff9

add credits and make intro more readable

view details

push time in 6 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha daa6cec845a1b5ccf8410fb1a73095d7f0b60238

add credits and make intro more readable

view details

push time in 6 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 5415f873e47c22cf59f749906ba12f18d9ed410a

add aabb-point-overlap test. move them into src.

view details

push time in 6 days

PR opened toji/gl-matrix

add vec2.setLength. fixes #393
+24 -0

0 comment

2 changed files

pr created time in 7 days

push eventmreinstein/gl-matrix

Mike Reinstein

commit sha aecc9151f2aecb5c5d8e993115d4f8801769f361

add vec2.setLength. fixes #393

view details

push time in 7 days

issue openedtoji/gl-matrix

vec2 setLength function

setLength(out, vec2, length) sets the length of a vector along it's normal.

e.g.,

const a = [ 0, 3 ]
const out = [ 0, 0 ]
vec2.setLength(out, a, 10);  // out == [ 0, 10 ]

created time in 7 days

fork mreinstein/gl-matrix

Javascript Matrix and Vector library for High Performance WebGL apps

glmatrix.net

fork in 7 days

PublicEvent

push eventmreinstein/collision-2d

Mike Reinstein

commit sha c4c17e2f7dde7e3676d791e62d3485af06b05be4

fix broken link

view details

push time in 9 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha 07e0513e6f659625bfc317e4bd88372198ec322b

add the contact reference

view details

push time in 9 days

push eventmreinstein/collision-2d

Mike Reinstein

commit sha ecf68546160ee9336e3ba9abf1d97c3da781464f

remove junk file

view details

push time in 9 days

push eventmreinstein/random-gap

Mike Reinstein

commit sha cda7d17fc3d7555e79ce5caf2aaac896ba8ae03d

initial commit

view details

push time in 9 days

create barnchmreinstein/random-gap

branch : master

created branch time in 9 days

created repositorymreinstein/random-gap

random number functions that are missing or lacking from the standard javascript library

created time in 9 days

issue commenttoji/gl-matrix

vec2 truncate function

at the moment, the most common one I'm looking for is setLength(out, vec2, length). I believe there is an implementation mentioned in https://github.com/toji/gl-matrix/issues/217 but I haven't evaluated it's quality. Here is my current implementation: https://github.com/mreinstein/vec2-gap/blob/master/set-length.js

I'm happy to open a separate issue for this if that's helpful (I don't think we should let people create issues that lump together like 8 different function requests in one. :) )

mreinstein

comment created time in 9 days

push eventmreinstein/vec2-gap

Mike Reinstein

commit sha a6079566109d496d083cb6fb53fffadbd79c968b

update note on pool initial values

view details

push time in 9 days

push eventmreinstein/vec2-gap

Mike Reinstein

commit sha fe79b16e87940ba77906a69ee44f1febe8a29b07

initial commit

view details

push time in 9 days

create barnchmreinstein/vec2-gap

branch : master

created branch time in 9 days

created repositorymreinstein/vec2-gap

gl-matrix compatible vec2 functions that haven't been accepted yet

created time in 9 days

push eventmreinstein/math-gap

Mike Reinstein

commit sha 6d811ffe9121cb904f82f4a23c17e97b9a687648

initial commit

view details

push time in 9 days

created repositorymreinstein/math-gap

math functions that are missing or lacking from the standard javascript library

created time in 9 days

create barnchmreinstein/math-gap

branch : master

created branch time in 9 days

issue commentkevzettler/gl-swept-sphere-triangle

Proper ellipsoid support.

There is opportunity to update the ellipsoid calculations of this module I don't personally have to capacity to do that work at the moment.

I totally get that 👍 and don't mean to inundate you with discussion points here. :) I'm happy to take a stab at it, since I need this for the 2d case, and it's not radically different logic for the 3d case (probably just going 1D up from the 2d vectors and matrices used :) )

Another thing I've considered refactoring is the traceinfo object. I'd like to move to a pure data-oriented, functional structure. If that is something you'd also find agreeable I'm happy to send a PR for that too.

kevzettler

comment created time in 9 days

issue commentpixijs/pixi.js

PixiJS 6 Proposal

I think it will be hard enough improving docs for v6. If we were a larger team I'd suggest we go backfill v4 and v5 guides but it just doesn't make sense with our resources. I'd rather see that effort poured into making v6 docs amazing, and maintaining that commitment going forward.

As an unintentional side effect of this, it creates a really powerful incentive to migrate to the new version. :)

bigtimebuddy

comment created time in 9 days

issue commentkevzettler/gl-swept-sphere-triangle

Proper ellipsoid support.

Ah ok.

so is this sitting in a branch because some other project using mobx is using this, and you wanted tighter integration, or are you planning to re-write this existing module to use mobx?

It seems like an odd thing to couple to this largely independent collision routine, but I get that I completely lack context.

kevzettler

comment created time in 9 days

issue commenttoji/gl-matrix

vec2 truncate function

I've recently come back to some projects that require vector math, and I'm again finding a need for setLength(out, vec2, length) (for example, this is used when doing triangle-swept sphere collision detection/resolution)

I can (and do) maintain a set of math utility functions for these unordained vector functions, but now I have 4 different projects with these identical modules in them. so the next logical thought is "hey I could publish these in a module and cut down on duplication". And then the following thought is "wait, the world already has a polished vector/matrix math module, why am I making a new one?"

I can totally understand and appreciate the desire to avoid bloating gl-matrix with a ton of stuff. But on the other hand, one of the great things about gl-matrix is that it's got a large, consistent set of operations that can be applied across vectors and primitives.

Can we please re-consider our stance on some of these vector additions? 🙏

mreinstein

comment created time in 9 days

pull request commenthughsk/clamp

add support for es modules #7

closing in favor of #12 which is less disruptive to existing npm/node usages.

mreinstein

comment created time in 9 days

PR closed hughsk/clamp

add support for es modules #7

enables clamp to be usable as an es module via webpack 2+ and rollup.

+12 -6

1 comment

4 changed files

mreinstein

pr closed time in 9 days

PR opened hughsk/clamp

add pure es module

I'd like to be able to use clamp as a pure es module, directly in the browser and in deno.

+5 -0

0 comment

1 changed file

pr created time in 9 days

push eventmreinstein/clamp

Mike Reinstein

commit sha a51b2d6b89ddc94fa7744b9cb15ce3d7f5337825

add pure es module

view details

push time in 9 days

fork mreinstein/clamp

Clamp a value between two other values.

fork in 9 days

issue openedrollup/plugins

Is there a plugin to load fully qualified module URLs?

I want to start moving towards standardized browser imports in my code. For example:

import * as vec2 from 'https://cdn.jsdelivr.net/npm/gl-matrix@3.3.0/esm/vec2.js'

This totally works in modern browsers today, and I want to be able to generate rollup bundles that reference these urls (able to fetch them over the network and bundle em' in)

Is there already a plugin for this or is it net new?

created time in 9 days

issue commentkevzettler/gl-swept-sphere-triangle

Proper ellipsoid support.

@kevzettler you mentioned having ellipsoid support in another implementation, how far along is this? I'm thinking about doing the same thing for a 2d version of this module, and it'd be great to re-use if you have something far enough along.

kevzettler

comment created time in 9 days

issue commentkevzettler/gl-swept-sphere-triangle

2d variant?

let me know if you see any optimizations in the underlying code that could benefit this module as well

I think the underlying code is mostly reasonable peformance wise. The 2 biggest areas where I think there could be improvement are:

  • using a broadphase culling step to reduce the initial set of triangles (probably out of scope for this module though)
  • converting to wasm would be amazing. There is a lot of math that I'd think would benefit from using lower level instructions (I have no idea if this is feasible though)

I'd say the biggest missing thing is converting to ellipsoid space (so a vec2 or vec3 radius.) I'm probably going to work on this in the 2d case and maybe I'll send a PR to this module, assuming that's not already a work in progress for you.

mreinstein

comment created time in 9 days

issue commentkevzettler/gl-swept-sphere-triangle

2d variant?

actually, I got this working in a local build. Seems to work great!

Maybe the best thing to do is cross link each other's projects... (e.g., "this library is for 2d sphere sweeps. If you're looking for a 3d sphere-triangle routine, check out kevzettler/gl-swept-sphere-triangle")

mreinstein

comment created time in 10 days

issue openedkevzettler/gl-swept-sphere-triangle

2d variant?

Thanks for porting this to modern gl-matrix compatibility!

I'm wondering if this code be simplified to handle the 2d case (swept circle vs line segment.) It seems like the logic would remain the same, except:

  • checking only 2 vertex edges instead of 3
  • using vec2 instead of vec2 everywhere
  • eliminating the point in triangle test, or 2 of the edge tests

thoughts?

created time in 10 days

issue commenthughsk/clamp

Add exports.default - for es6 modules compatibility

We should just switch to es6 modules since it's a standard now.

radubrehar

comment created time in 10 days

issue commentpixijs/pixi.js

PixiJS 6 Proposal

having a in-house documentation system allows us to create the tools necessary for increasing developer accessibility

I'm not arguing about the merits of upgrading toolchains and making things easier. I think that's great! Where I am a little sad is that the emphasis has pretty much always been on re-working the api docs. I've been following pixi since around the v2 -> v3 release, and this is the 2nd or 3rd or 4th time we've redone the api docs.

It's missing the forest for the trees. When people use pijxi (especially new people) the quality of the api reference guide has never been an obstacle. What has been is finding actual tutorials/walkthroughs on how to use the dang thing. :) By all means if you're super stoked to upgrade this toolset again, go for it! 👏 I'm just telling you as an end user, every time I see us spend time on this rather than making actual docs that get me ramped up on pixi, it just feels like misplaced effort.

Maybe you like the API docs, but I disagree here

I didn't say I like the api docs, I said they are fine (sufficient) for their purpose. :)

Take the Android documentation site

I think comparisons are good, but I would say compare to a more similar product. Maybe Unity for example, which always ships very usable docs with all of it's releases: https://docs.unity3d.com/Manual/index.html

comparing unity or android to pixi is not really fair; obviously pixi is a much smaller community with nowhere near the same level of resources. but it's telling that both of our preferred examples show lots of non api documentation. building out this documentation is what matters, not the state of collapsible sidebars in the autogenerated api docs.

bigtimebuddy

comment created time in 11 days

issue commentpixijs/pixi.js

PixiJS 6 Proposal

I would propose that the API docs are fine, and have been for a while. :) 👍

Docs that have always been lacking are the ones that actually show how to do things with pixi. These would address more of the struggle that new/mid-level pixi users are experiencing.

I've seen several "how to get started with pixi" tutorials over the years, but they are always relegated to people outside the core team, so they aren't considered proper docs. They don't get updated and are left behind as new major releases of pixi are born into the world. For example, the sanctioned tutorials list doesn't actually have many tutorials, and most of these haven't been updated since pixi v4: https://www.pixijs.com/tutorials

So, some actionable ideas around this stuff:

  • write more tutorials around how to use pixi
  • create something like a "cookbook" where we take the top 20 tasks in pixi that get asked about and write little "recipe" articles for them.
  • commit to keeping these things up to date, and incorporate them into the release process. e.g., pixi v6 shouldn't be considered released until it includes up-to-date tutorials and guides.

If pixi were brand new, I would say no big deal, do this in a follow up release. But pixi is super mature now, it's been around for a while, and it's going on it's 6th major public revision. It's time to give docs more attention and love, and commit to keeping them fresh as part of the release process.

bigtimebuddy

comment created time in 11 days

issue commentpixijs/pixi.js

PixiJS 6 Proposal

while I can appreciate that there are a lot of quality of life improvements for developers in this transition, I don't see really much end-user benefit?

bigtimebuddy

comment created time in 11 days

issue closedevanw/esbuild

is it possible to specify special characters in --define ?

e.g.

npx esbuild --bundle input.js --define:__DATE__=2020-05-18 --define:__VER__=v0.4.2

throws this error:

error: Invalid define: --define:__DATE__=2020-05-18

I've tried wrapping 2020-05-18 in single and double quotes, but this doesn't seem to matter. Any advice?

closed time in 12 days

mreinstein

issue commentevanw/esbuild

is it possible to specify special characters in --define ?

Does that work for you?

yes that worked, thank you!

mreinstein

comment created time in 12 days

issue openedevanw/esbuild

is it possible to specify special characters in --define ?

e.g.

npx esbuild --bundle input.js --define:__DATE__=2020-05-18 --define:__VER__=v0.4.2

throws this error:

error: Invalid define: --define:__DATE__=2020-05-18

I've tried wrapping 2020-05-18 in single and double quotes, but this doesn't seem to matter. Any advice?

created time in 12 days

issue openedmreinstein/snabbdom-timeline

time range drag handles are really hard to drag

because the handles are small and when graphs are short, it's easy to drag outside the bounds, which is pretty annoying.

created time in 13 days

issue openedmreinstein/snabbdom-timeline

events at end of timeline sometimes render outside of control bounds

see attached screenshot:

Screen Shot 2020-05-17 at 1 46 47 PM

created time in 13 days

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 48d44ee471ba487a6b3a1772d1bcbb82bad8b371

add npm compatible module

view details

push time in 13 days

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 6826ddb629bcca12c401dea32c68d3f4b7a6372e

add npm package

view details

push time in 13 days

issue openedsnabbdom/snabbdom

Is there any place where we catalog snabbdom-compatible UI components?

I'm starting to build up a catalog of pure snabbdom based UI elements, and I'm wondering if:

a) we have any place where we collect/share these b) anyone else out there building snabbdom elements that are shareable

to give an example, here is one I've been working on very recently, exposing a chrome devtools inspired, re-usable timeline component:

https://github.com/mreinstein/snabbdom-timeline

If we don't have one, maybe something like https://bit.dev/ could be used to curate a collection of high quality ui components? Thoughts?

created time in 13 days

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha bf67ca8cdd6d019907fe35ebb3b841dd8ea12b06

add feature list to readme and use snabby@1.1.1 from jsdelivr

view details

push time in 13 days

push eventmreinstein/snabbdom-timeline

Mike Reinstein

commit sha 6a31c4103405d554bd1b433f24540842bb1617de

inline css

view details

push time in 14 days

issue openedmreinstein/snabbdom-timeline

provide tooltip details per data point

would be nice to hover or tap on a data point to show some tooltip data

created time in 14 days

issue openedmreinstein/snabbdom-timeline

add background grid guide lines

nice example:

Screen Shot 2020-05-16 at 8 07 27 PM

created time in 14 days

more