iPhone App Submitted To The App Store February 4th, 2010
Patrick Stein

I just submitted my first my first iPhone app to the App Store. Once it is approved, I will announce it here.

Speedy iPhone App Programming February 4th, 2010
Patrick Stein

Sunday, I decided that I needed a simpler statistics tracking program to keep track of stuff while I’m coaching volleyball. I started out keeping them on paper, but felt that I was staring at the page too often to find where to put a tick mark.

Next, I tried the iVolleyStats Match iPhone app. It is pretty reasonable to use, but it’s got too many controls on the user-interface. The only way that I could keep up with a match was to forgo half of the functionality… either ignoring who is getting credit for an act, ignoring passing stats altogether, and not recording attack or block attempts at all.

For the past few weeks, I have tried using the Voice Memos application on the iPhone. I narrate the game into my phone as the game goes on. This lets me get really fine resolution of statistics, but it doesn’t give me any information in real-time. When I call a time-out, I am going from memory to say how we’ve been passing or hitting. This takes away the lion’s share of the benefit one gets from gathering statistics at all.

So, my team has a tournament this Saturday. I decided Sunday night that I should try to get together an iPhone app that does what I want. I’ve long been thinking about what I want in a volleyball stat tracking iPhone app. What I want will be a big, big undertaking (read: longer than one week). So, I started studying Apple’s CoreData APIs on Sunday night and Monday morning. Then, I dove in.

Now, my previous application was based upon Cocos2D-iPhone. As such, it didn’t involve any of the Apple UIKit classes or any work with Interface Builder. This application is navigation based with table views and custom table view cells from separate NIB files.

Despite this being my first real foray into the UIKit and CoreData APIs, I’ve got an application that I can use on Saturday. There are two more bits that I will try to add tomorrow, but that I don’t need for Saturday. To package it up for sale, there’s more functionality that I’ll need to add in case you don’t like things in the order that I have them on the screen or in case you want to add your own categories of statistic. And, I need to make some specialized visualization screens for some of the stats.

The screenshot here is the main stat-tracking interface. The stats present are Penn State’s stats from my trial run watching game one of their NCAA semifinal against Hawaii from last December. In retrospect, I think I probably gave them credit for two neutral attacks that I should have called free balls. Other than that, I think it’s pretty good. It’s definitely information that will do me well during time-outs.

I fought for a long time this morning trying to get my UIBarButtonItem to show up in my UINavigationBar for one screen. It turns out that these two methods don’t quite do the same thing on iPhoneOS 3.1.2:

// working version that shows my UIBarButton in the UINavigationBar
- (void)showStatTrackingScreen {
    [navigationController setViewControllers:[NSArray arrayWithObject:homeViewController] animated:NO];
    [navigationController pushViewController:trackStatsController animated:YES];
}

// version made of fail that does NOT show my UIBarButton in the UINavigationBar
// until you go forward a screen and pop back to this one.
- (void)showStatTrackingScreenMadeOfFail {
    [navigationController setViewControllers:[NSArray arrayWithObjects:homeViewController,
                                                                       trackStatsController,
                                                                       nil]
                                    animated:YES];
}

Spelling iPhone App sent to Beta Testers January 28th, 2010
Patrick Stein

I am pleased to say that I just sent my first iPhone app out to some friends to beta test. I expect to forward it along to Apple for inclusion in the App Store some time in the next week or two.

At this point, I am far more comfortable with Objective-C and the Cocoa class hierarchy than I was even a month ago. I still think Objective-C is awful. You take a nice functional Smalltalk-ish language, you throw away most of the functional, you pretend like you have garbage collection when you don’t, you strip out any form of execution control, you add some funky compiler pragma-looking things (including one called synthesize that only fabricates about half of what you’d want it to build), you change the semantics of ->, and then you interleave it with C! Wahoo! Instant headache!

But, after I found the for-each sort of construction, my code got quite a bit simpler. A whole bunch of loops like this:

NSEnumerator* ee = [myArray enumerator];
MyItem* item;
while ( ( item = (MyItem*)[ee nextObject] ) != nil ) {
   ...
}

went to this:

for ( MyItem* item in myArrayOrEnumerator ) {
   ...
}

Better Text Rendering with CL-OpenGL and ZPB-TTF January 19th, 2010
Patrick Stein

Last month, I posted some code for rendering text under CL-OpenGL with ZPB-TTF. Toward the very end of that post, I said:

Technically, that check with the squared distance from the calculated midpoint to the segment midpoint shouldn’t just compare against the number one. It should be dynamic based on the current OpenGL transformation. I should project the origin and the points and through the current OpenGL projections, then use the reciprocal of the maximum distance those projected points are from the projected origin in place of the one. Right now, I am probably rendering many vertexes inside each screen pixel.

It was pretty obvious that when you tried to render something very small, it looked quite jaggy and much more solid than you would expect.


As you can see in the above image, the old version was placing up to 63 vertices for the same parabolic arc within a pixel. The new code is much more careful about this and will only place two vertices from a given parabolic arc within a pixel. You can see that in the upper rendering, the s is almost totally obliterated and the tiny bits sticking down from the 5 and 8 are much darker than in the lower rendering.

Here is the new code:

  • draw: better anti-aliasing
  • gl: smaller ‘frames-per-second’ indicator and some parameters to make it easier to toggle the main display
  • test: small tweak to make it work better under SLIME

Using a better cutoff value

The squared distance check that I mentioned now employs a cutoff value:

(defun interpolate (sx sy ex ey int-x int-y cutoff &optional (st 0) (et 1))
  (let ((mx (/ (+ sx ex) 2.0))
        (my (/ (+ sy ey) 2.0))
        (mt (/ (+ st et) 2.0)))
    (let ((nx (funcall int-x mt))
          (ny (funcall int-y mt)))
      (let ((dx (- mx nx))
            (dy (- my ny)))
        (when (< (* cutoff cutoff) (+ (* dx dx) (* dy dy)))
          (interpolate sx sy nx ny int-x int-y cutoff st mt)
          (gl:vertex nx ny)
          (interpolate nx ny ex ey int-x int-y cutoff mt et))))))

I have tweaked the (render-string …) and (render-glyph …) accordingly to propagate that value down to the interpolate function, and I have added a method to calculate the appropriate cutoff value.

Calculating the appropriate cutoff value

The appropriate cutoff value depends upon the font, the desired rendering size in viewport coordinates, and the current OpenGL transformations. The basic idea is that I prepare the OpenGL transformation the same way that I will later do for rendering the font; I will reverse-project (0,0), (1,0), and (0,1); I will calculate the distances from the reverse-projected (0,0) to each of the other two reverse-projected points; and then I will take half of that as my cutoff value. This effectively means that once the midpoint of my parabola arc is within half of a screen pixel of where the midpoint of a line segment would be, I just use a line segment.

(defun calculate-cutoff (font-loader size)
  (gl:with-pushed-matrix
    (let ((ss (/ size (zpb-ttf:units/em font-loader))))
      (gl:scale ss ss ss)

      (let ((modelview (gl:get-double :modelview-matrix))
            (projection (gl:get-double :projection-matrix))
            (viewport (gl:get-integer :viewport)))
        (labels ((dist (x1 y1 z1 x2 y2 z2)
                   (max (abs (- x1 x2))
                        (abs (- y1 y2))
                        (abs (- z1 z2))))
                 (dist-to-point-from-origin (px py pz ox oy oz)
                   (multiple-value-bind (nx ny nz)
                       (glu:un-project px py pz
                                       :modelview modelview
                                       :projection projection
                                       :viewport viewport)
                     (dist nx ny nz ox oy oz))))
          (multiple-value-bind (ox oy oz)
              (glu:un-project 0.0 0.0 0.0
                              :modelview modelview
                              :projection projection
                              :viewport viewport)
            (/ (min (dist-to-point-from-origin 1 0 0 ox oy oz)
                    (dist-to-point-from-origin 0 1 0 ox oy oz))
               2)))))))

Woolly Application Underway December 14th, 2009
Patrick Stein

I started building an application on top my Sheeple/CL-OpenGL library Woolly.

I coach a volleyball team. I often sit down with a piece of paper and try to determine new serve-receive and defensive positions for my team. This is quite tedious because I can’t just move the players around on the page. Additionall, I have to figure this out for all six rotations while keeping the overlap requirements in mind the whole time.

I tried once doing it with cut-out players. This worked better, but still suffered from having to track the rotations and overlap requirements all myself.

rotations After adding checkboxes to Woolly, I had a usable application for doing these rotations in 300 lines of code. Yellow are front-row players, blue are back-row players, and green are sidelined players. It still needs some work so that I can change player identifiers, substitute players in off the bench, save/load the rotations, and make print-outs.

I’m not sure yet whether I’m going to print just by slurping the OpenGL buffer into ZPNG, or if I am going to make a separate callback hierarchy for printing with Vecto or CL-PDF so that I can print at higher than screen resolution.

I’m also having trouble getting SBCL’s save-lisp-and-die function happy with the whole CL-OpenGL setup under MacOSX. I thought I had figured this out before. Alas, my own hacked version of CL-OpenGL isn’t working any better for me than the current CL-OpenGL release is when I try to run the saved image. *shrug* I’ll fight with that later.

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