Category Archives: Online Course

Spice it up with WebGL

The internet has evolved a lot since it’s inception with the initial intend to serve as a means to link hypertext documents together. The browser is now as capable as anything and when chrome WebGL support was introduced in 2011 we opened the portal to another dimension for the web.

Microsoft introduced the concept of DHTML (Dynamic HTML) with the release of Internet Explorer 4 in 1997. This first step away from static contents allowed you to dynamically size and move things around, E.g. like the space-shuttle and the satellite on my first homepage.

DHTML example
Example of DHTML

In 2008 the first working draft of HTML5 came out and with it the beginning of the end of Flash. Two new technologies in particular caused a lot of excitment in the web development community. SVG, and Canvas ( 2D-Context only ).

Finally in 2011 Google introduced WebGL as the 3D context of the canvas element on all platforms. By now ( 2017 ) all browsers support one of the WebGL standards ( v1.0 or v2.0 ) , after all 6 years is an eternity for the internet. You can count on hardware accelerated 3D graphics rendering on mobile devices as well as on the desktop browsers.
Please check here for your current browser.

Welcome to the world of 3D

WebGL is rendered in hardware and is thus quite fast and capable. Aside from writing your own games you can also use it like any other graphic asset on your web page and E.g. use it as your dynamic, über-cool 3D background.

The only thing you will have to keep in mind is the performance of your visitors computers / mobile devices.

Three.JS, ShaderToy and WebGL

In this episode I am going to develop a 3D animated background in POJS ( Plain Old JavaScript ), as well as in QooxDoo. The goal is to use one of the demos from ShaderToy, convert it to Three.JS and utilize it inside a canvas – tag with a 3D-Context.

Well if the last sentence was too much for you, don’t worry I will go through all details of this in the next few paragraphs.

But first lets have a look at the individual tools and technologies.


As previously stated WebGL became part of the browser in 2011. In order to create a simple scene you have to write a bunch of JavaScript code

<!DOCTYPE html>
        <title>Basic WebGL</title>
<script type="text/javascript">
function shaderProgram(gl, vs, fs) {
        var prog = gl.createProgram();
        var addshader = function(type, source) {
                var s = gl.createShader((type == 'vertex') ?
                        gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
                gl.shaderSource(s, source);
                if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
                        throw "Could not compile "+type+
                                " shader:\n\n"+gl.getShaderInfoLog(s);
                gl.attachShader(prog, s);
        addshader('vertex', vs);
        addshader('fragment', fs);
        gl.getProgramParameter(prog, gl.LINK_STATUS);
        return prog;

function attributeSetFloats(gl, prog, attr_name, rsize, arr) {
        gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(arr),
        var attr = gl.getAttribLocation(prog, attr_name);
        gl.vertexAttribPointer(attr, rsize, gl.FLOAT, false, 0, 0);

function draw() {
        var gl = document.getElementById("webgl").getContext("experimental-webgl");
        gl.clearColor(0.8, 0.6, 0.4, 1);

        var prog = shaderProgram(gl,
                "attribute vec3 pos;"+
                "void main() {"+
                "       gl_Position = vec4(pos, 2.0);"+
                "void main() {"+
                "       gl_FragColor = vec4(0.4, 0.6, 0.8, 1.0);"+
        attributeSetFloats(gl, prog, "pos", 3, [
                -1,  0, 0,
                 0,  1, 0,
                 0, -1, 0,
                 1,  0, 0
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

function init() {
// Wait for 100msec ...
setTimeout ( init, 100 );

<canvas id="webgl" width="400" height="200"></canvas>

Render Output :


Three.js was first released by Ricardo Cabello ( Aka MrDOOB ) to GitHub in April 2010.

It is released under the MIT license and became the de-facto standard for web based 3D programming in no time.
The reason is that three.js adds an abstraction layer on top of WebGL which allows you to program it more as you would expect it to be.

Below is a Three.JS powered “Hello World” example.

<!doctype html>
        <title>Three.JS Hello World</title>
<body style="margin: 0; overflow: hidden; background-color: #000;" >
        <div id="webgl"></div>
        <script src="three.min.js"></script>

        var webglEl = document.getElementById('webgl');
        var width   = window.innerWidth;
        var height  = window.innerHeight;

        // Earth params
        var radius   = 0.5;
        var segments = 32;
        var rotation = 6;  

        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(45, width / height, 0.01, 1000);
        camera.position.z = 1.5;
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height);
        scene.add(new THREE.AmbientLight(0x333333));
        var light = new THREE.DirectionalLight(0xffffff, 1);

        var sphere = createSphere(radius, segments);
        sphere.rotation.y = rotation; 

        var clouds = createClouds(radius, segments);
        clouds.rotation.y = rotation;

        var stars = createStars(90, 64);

        function render() {
                sphere.rotation.y += 0.0005;
                clouds.rotation.y += 0.0005;
                renderer.render(scene, camera);

        function createSphere(radius, segments) {
                return new THREE.Mesh(
                        new THREE.SphereGeometry(radius, segments, segments),
                        new THREE.MeshPhongMaterial({
                                map:         THREE.ImageUtils.loadTexture('images/2_no_clouds_4k.jpg'),
                                bumpMap:     THREE.ImageUtils.loadTexture('images/elev_bump_4k.jpg'),
                                bumpScale:   0.005,
                                specularMap: THREE.ImageUtils.loadTexture('images/water_4k.png'),
                                specular:    new THREE.Color('grey')

        function createClouds(radius, segments) {
                return new THREE.Mesh(
                        new THREE.SphereGeometry(radius + 0.003, segments, segments),
                        new THREE.MeshPhongMaterial({
                                map:         THREE.ImageUtils.loadTexture('images/fair_clouds_4k.png'),
                                transparent: true

        function createStars(radius, segments) {
                return new THREE.Mesh(
                        new THREE.SphereGeometry(radius, segments, segments), 
                        new THREE.MeshBasicMaterial({
                                map:  THREE.ImageUtils.loadTexture('images/galaxy_starfield.png'), 
                                side: THREE.BackSide


Render Output :

As you can see, using Three.JS we can achieve much more with about the same number of lines. That is not to say that it is not possible to create amazing things in WebGL in just under 100 lines of code, however the best would be if you combine both approaches.

Please feel free to visit the main web page for Three.js and spend some time browsing the available samples. I am certain that you will discover some joy and wonders on this web page. In case you don’t know where to start. This is a perfect place to spend about 19 minutes of your existence, to remember the fallen.

Now let’s look at another favorite of mine. This time it is a web page to show off …

ShaderToy wonderland

If you visit the – web page, you will find a thousands of cool demos, including some small games, all written utilizing the graphics card hardware accelerate shader pipelines.

What I wanted to achieve in this episode of teaching JavaScript was to add this toy by Frankenburgh as a background to AstraNOS. Some minor adjustments, like no sound and no story telling ( yes if you watch the original long enough you will get the story ), just an ever spinning Galaxy …

ShaderToy and Three.JS combination

In order to marry those two we have to know the data required for ShaderToy to work and create the appropriate interface for them in the shader such that Three.JS can take on the rendering. See, Shadertoy creates all its magic on a 2D plane and displays the ‘texture’ then accordingly in the 3D context. Three.JS is all 3D through and through …

The following sample glues them into one big happy unity and dynamically loads the ( almost never changing ) vertex.shader, and then the fragment.shader code.

<!DOCTYPE html>
<html lang="en">
<body style="background-color: #000000; margin: 0px; overflow: hidden; ">
        <div id="container"></div>
        <script src="three.min.js"></script>

function fetchFile ( path, callback, ctx )  {
    var httpRequest = new XMLHttpRequest();
    httpRequest.onreadystatechange = function() {
        if (httpRequest.readyState === 4) {
            if (httpRequest.status === 200) {
                if (callback) callback( httpRequest.responseText );
    };'GET', path);

document.loadData = function ( files, clb, ctx, pre )  {
  var rsp  = [];
  var load = function ( list )  {
    if ( list.length === 0 ) {
      if ( clb ) ( ctx, rsp );
    var res = list.shift ( );
    var uri = pre ? pre : ""; uri += res;
    fetchFile ( uri, function ( data )  {
      rsp.push ( data );
      load ( list );
    }, this );
  load ( files );

var container;
var camera, scene, renderer;
var uniforms;
var startTime;
var clock;

function init ( vert, frag )  {
  container = document.getElementById( 'container' );
  clock  = new THREE.Clock  ( );
  camera = new THREE.Camera ( );
  scene  = new THREE.Scene  ( );
  camera.position.z = 1;

  var geometry = new THREE.PlaneGeometry( 3, 3 );
  uniforms = {
    iGlobalTime: { type: "f", value: 1.0 },
    iResolution: { type: "v2", value: new THREE.Vector2() }

  var fs = boilerPlate ( 1 ) + frag + boilerPlate ( 2 );
  var material = new THREE.ShaderMaterial( {
    uniforms: uniforms,
    vertexShader:   vert,
    fragmentShader: fs
  } );

  var mesh = new THREE.Mesh( geometry, material );
  scene.add( mesh );

  renderer = new THREE.WebGLRenderer();
  container.appendChild( renderer.domElement );


  window.addEventListener( 'resize', onWindowResize, false );

function onWindowResize( event ) {
  uniforms.iResolution.value.x = window.innerWidth;
  uniforms.iResolution.value.y = window.innerHeight;
  renderer.setSize( window.innerWidth, window.innerHeight );

function animate ( )  {
  requestAnimationFrame ( animate );
  render ( );

function render() {
  uniforms.iGlobalTime.value += clock.getDelta ( );
  renderer.render ( scene, camera );

document.loadData ( [ "vertex.shader", "fragment.shader" ], function ( data )  {
  this.init ( data[0], data[1] );
  animate ( );
}, window, "/data/webgl/" );

   function boilerPlate ( part )  {
      var ret = "";
      if ( part === 1 )  {
        ret  = "//#extension GL_OES_standard_derivatives : enable\n";
        ret += "//#extension GL_EXT_shader_texture_lod : enable\n";
        ret += "#ifdef GL_ES\n";
        ret += "precision highp float;\n";
        ret += "#endif\n";
        ret += "uniform vec2      iResolution;\n";
        ret += "uniform float     iGlobalTime;\n";
        ret += "uniform float     iChannelTime[4];\n";
        ret += "uniform vec4      iMouse;\n";
        ret += "uniform vec4      iDate;\n";
        ret += "uniform float     iSampleRate;\n";
        ret += "uniform vec3      iChannelResolution[4];\n";
        ret += "uniform int       iFrame;\n";
        ret += "uniform float     iTimeDelta;\n";
        ret += "uniform float     iFrameRate;\n";
        ret += "struct Channel\n";
        ret += "{\n";
        ret += "    vec3  resolution;\n";
        ret += "    float time;\n";
        ret += "};\n";
        ret += "uniform Channel iChannel[4];\n";
        ret += "uniform sampler2D iChannel0;\n";
        ret += "uniform sampler2D iChannel1;\n";
        ret += "uniform sampler2D iChannel2;\n";
        ret += "uniform sampler2D iChannel3;\n";
        ret += "void mainImage( out vec4 c,  in vec2 f );\n";
      else {
        ret  = "void main( void ){\n";
        ret += "  vec4 color = vec4(0.0,0.0,0.0,1.0);\n";
        ret += "  mainImage( color, gl_FragCoord.xy );\n";
        ret += "  color.w = 1.0;\n";
        ret += "  gl_FragColor = color;\n";
        ret += "}\n";
      return ret;


varying vec2 vUv;
void main ( )  {
  vUv = uv;
  gl_Position = vec4( position, 1.0 );

// Galaxy shader
// Created by Frank Hugenroth  /frankenburgh/   07/2015
// Released at nordlicht/bremen 2015

// random/hash function              
float hash( float n )
  return fract(cos(n)*41415.92653);

// 2d noise function
float noise( in vec2 x )
  vec2 p  = floor(x);
  vec2 f  = smoothstep(0.0, 1.0, fract(x));
  float n = p.x + p.y*57.0;

  return mix(mix( hash(n+  0.0), hash(n+  1.0),f.x),
    mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);

float noise( in vec3 x )
  vec3 p  = floor(x);
  vec3 f  = smoothstep(0.0, 1.0, fract(x));
  float n = p.x + p.y*57.0 + 113.0*p.z;

  return mix(mix(mix( hash(n+  0.0), hash(n+  1.0),f.x),
    mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
    mix(mix( hash(n+113.0), hash(n+114.0),f.x),
    mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);

mat3 m = mat3( 0.00,  1.60,  1.20, -1.60,  0.72, -0.96, -1.20, -0.96,  1.28 );

// Fractional Brownian motion
float fbmslow( vec3 p )
  float f = 0.5000*noise( p ); p = m*p*1.2;
  f += 0.2500*noise( p ); p = m*p*1.3;
  f += 0.1666*noise( p ); p = m*p*1.4;
  f += 0.0834*noise( p ); p = m*p*1.84;
  return f;

float fbm( vec3 p )
  float f = 0., a = 1., s=0.;
  f += a*noise( p ); p = m*p*1.149; s += a; a *= .75;
  f += a*noise( p ); p = m*p*1.41; s += a; a *= .75;
  f += a*noise( p ); p = m*p*1.51; s += a; a *= .65;
  f += a*noise( p ); p = m*p*1.21; s += a; a *= .35;
  f += a*noise( p ); p = m*p*1.41; s += a; a *= .75;
  f += a*noise( p ); 
  return f/s;

void mainImage( out vec4 fragColor, in vec2 fragCoord )
        float time = iGlobalTime * 0.1;

        vec2 xy = -1.0 + 2.0*fragCoord.xy / iResolution.xy;

        // fade in (1=10sec), out after 8=80sec;
        float fade = 1.0; //min(1., time*1.)*min(1.,max(0., 15.-time));
        // start glow after 5=50sec
        float fade2= 0.37; //max(0., time-10.)*0.37;
        float glow = max(-.25,1.+pow(fade2, 10.) - 0.001*pow(fade2, 25.));

        // get camera position and view direction
        vec3 campos = vec3(500.0, 850., 1800.0 ); //-.0-cos((time-1.4)/2.)*2000.); // moving
        vec3 camtar = vec3(0., 0., 0.);

        float roll = 0.34;
        vec3 cw = normalize(camtar-campos);
        vec3 cp = vec3(sin(roll), cos(roll),0.0);
        vec3 cu = normalize(cross(cw,cp));
        vec3 cv = normalize(cross(cu,cw));
        vec3 rd = normalize( xy.x*cu + xy.y*cv + 1.6*cw );

        vec3 light   = normalize( vec3(  0., 0.,  0. )-campos );
        float sundot = clamp(dot(light,rd),0.0,1.0);

        // render sky

    // galaxy center glow
    vec3 col = glow*1.2*min(vec3(1.0, 1.0, 1.0), vec3(2.0,1.0,0.5)*pow( sundot, 100.0 ));
    // moon haze
    col += 0.3*vec3(0.8,0.9,1.2)*pow( sundot, 8.0 );

        // stars
        vec3 stars = 85.5*vec3(pow(fbmslow(*312.0), 7.0))*vec3(pow(fbmslow(rd.zxy*440.3), 8.0));

        // moving background fog
    vec3 cpos = 1500.*rd + vec3(831.0-time*30., 321.0, 1000.0);
    col += vec3(0.4, 0.5, 1.0) * ((fbmslow( cpos*0.0035 ) - .5));

        cpos += vec3(831.0-time*33., 321.0, 999.);
    col += vec3(0.6, 0.3, 0.6) * 10.0*pow((fbmslow( cpos*0.0045 )), 10.0);

        cpos += vec3(3831.0-time*39., 221.0, 999.0);
    col += 0.03*vec3(0.6, 0.0, 0.0) * 10.0*pow((fbmslow( cpos*0.0145 )), 2.0);

        // stars
        cpos = 1500.*rd + vec3(831.0, 321.0, 999.);
        col += stars*fbm(cpos*0.0021);

        // Clouds
    vec2 shift = vec2( time*100.0, time*180.0 );
    vec4 sum = vec4(0,0,0,0); 
    float c = campos.y / rd.y; // cloud height
    vec3 cpos2 = campos - c*rd;
    float radius = length(cpos2.xz)/1000.0;

    if (radius<1.8)
          for (int q=10; q>-10; q--) // layers
                if (sum.w>0.999) continue;
        float c = (float(q)*8.-campos.y) / rd.y; // cloud height
        vec3 cpos = campos + c*rd;

                float see = dot(normalize(cpos), normalize(campos));
                vec3 lightUnvis = vec3(.0,.0,.0 );
                vec3 lightVis   = vec3(1.3,1.2,1.2 );
                vec3 shine = mix(lightVis, lightUnvis, smoothstep(0.0, 1.0, see));

                // border
            float radius = length(cpos.xz)/999.;
            if (radius>1.0)

                float rot = 3.00*(radius)-time;
        cpos.xz = cpos.xz*mat2(cos(rot), -sin(rot), sin(rot), cos(rot));
                cpos += vec3(831.0+shift.x, 321.0+float(q)*mix(250.0, 50.0, radius)-shift.x*0.2, 1330.0+shift.y); // cloud position
                cpos *= mix(0.0025, 0.0028, radius); // zoom
        float alpha = smoothstep(0.50, 1.0, fbm( cpos )); // fractal cloud density
                alpha *= 1.3*pow(smoothstep(1.0, 0.0, radius), 0.3); // fade out disc at edges
                vec3 dustcolor = mix(vec3( 2.0, 1.3, 1.0 ), vec3( 0.1,0.2,0.3 ), pow(radius, .5));
        vec3 localcolor = mix(dustcolor, shine, alpha); // density color white->gray
                float gstar = 2.*pow(noise( cpos*21.40 ), 22.0);
                float gstar2= 3.*pow(noise( cpos*26.55 ), 34.0);
                float gholes= 1.*pow(noise( cpos*11.55 ), 14.0);
                localcolor += vec3(1.0, 0.6, 0.3)*gstar;
                localcolor += vec3(1.0, 1.0, 0.7)*gstar2;
                localcolor -= gholes;
        alpha = (1.0-sum.w)*alpha; // alpha/density saturation (the more a cloud layer\\\'s density, the more the higher layers will be hidden)
        sum += vec4(localcolor*alpha, alpha); // sum up weightened color

          for (int q=0; q<20; q++) // 120 layers
                if (sum.w>0.999) continue;
        float c = (float(q)*4.-campos.y) / rd.y; // cloud height
        vec3 cpos = campos + c*rd;

                float see = dot(normalize(cpos), normalize(campos));
                vec3 lightUnvis = vec3(.0,.0,.0 );
                vec3 lightVis   = vec3(1.3,1.2,1.2 );
                vec3 shine = mix(lightVis, lightUnvis, smoothstep(0.0, 1.0, see));

                // border
            float radius = length(cpos.xz)/200.0;
            if (radius>1.0)

                float rot = 3.2*(radius)-time*1.1;
        cpos.xz = cpos.xz*mat2(cos(rot), -sin(rot), sin(rot), cos(rot));
                cpos += vec3(831.0+shift.x, 321.0+float(q)*mix(250.0, 50.0, radius)-shift.x*0.2, 1330.0+shift.y); // cloud position
        float alpha = 0.1+smoothstep(0.6, 1.0, fbm( cpos )); // fractal cloud density
                alpha *= 1.2*(pow(smoothstep(1.0, 0.0, radius), 0.72) - pow(smoothstep(1.0, 0.0, radius*1.875), 0.2)); // fade out disc at edges
        vec3 localcolor = vec3(0.0, 0.0, 0.0); // density color white->gray
        alpha = (1.0-sum.w)*alpha; // alpha/density saturation (the more a cloud layer\\\'s density, the more the higher layers will be hidden)
        sum += vec4(localcolor*alpha, alpha); // sum up weightened color
        float alpha = smoothstep(1.-radius*.5, 1.0, sum.w);
    sum.rgb /= sum.w+0.0001;
    sum.rgb -= 0.2*vec3(0.8, 0.75, 0.7) * pow(sundot,10.0)*alpha;
    sum.rgb += min(glow, 10.0)*0.2*vec3(1.2, 1.2, 1.2) * pow(sundot,5.0)*(1.0-alpha);

        col = mix( col, sum.rgb , sum.w);//*pow(sundot,10.0) );

    // haze
        col = fade*mix(col, vec3(0.3,0.5,.9), 29.0*(pow( sundot, 50.0 )-pow( sundot, 60.0 ))/(2.+9.*abs(rd.y)));

    // Vignetting
        vec2 xy2 = gl_FragCoord.xy / iResolution.xy;
        col *= vec3(.5, .5, .5) + 0.25*pow(100.0*xy2.x*xy2.y*(1.0-xy2.x)*(1.0-xy2.y), .5 );

        fragColor = vec4(col,1.0);

Render Output :

And now to AstraNOS

At this point we are almost at the point of adding it as a background to AstraNOS. I have to plugin the code into a QooxDoo base class called qx.core.Object and we are good to go.

Galaxy Background
Galaxy Background in AstraNOS

You can watch my video Here

And as usual you can go and play with the actual code Here …

Using a RESTFul API in JavaScript

I have just released the third video in the JavaScript Bushido series. This video will go into what is REST and how to leverage this interface in a Qooxdoo web application.

RESTful API Logo
RESTful API Logo

The normal HTTP based request / response paradigm shifted in 2005, when Ajax ( also known as XMLHttpRequest ) became popular through the utilization in google maps.

Before Ajax every call to the back-end server would usually refresh the whole web page unless you would do some iframe based trickery.

Additionally in 2011 both WebSockets, and WebRTC have been added to most browsers which allow an efficient way to  communicate between server and browser, as well as browser to browser.

Using either method, it is possible to load data or code dynamically into the web page.

What is REST:

REST stands for “Representational State Transfer

Roy Fielding defined REST in his PhD dissertation from 2000 titled
“Architectural Styles and the Design of Network-based Software Architectures” at UC Irvine.

Unlike SOAP-based Web services, there is no “official” standard for RESTful Web APIs. This is because REST is an architectural style, while SOAP is a protocol.

A RESTFula API usually provides a means to do CRUD operations on an object.

What is CRUD:

CRUD is an acronym and stands for Create, Read, Update, and Delete. It is a way to say
“I want to be able to create, read, update, or delete something somewhere” compressed into a single word.

Before there was REST there was JSON-RPC:
REST has become a de-facto standard in modern web based applications. It has replaced the XML based SOAP/WSDL
as well as JSON-RPC.

How does a REST interface look like ?

A typical RESTful API is accessed through a well defined endpoint on a web server.
For example if you go you will receive a JSON response which is an array of 5000 objects.

    "albumId": 1,
    "id": 1,
    "title": "accusamus beatae ad facilis cum similique qui sunt",
    "url": "",
    "thumbnailUrl": ""
    "albumId": 1,
    "id": 2,
    "title": "reprehenderit est deserunt velit ipsam",

If you are interested in more detail about one of the returned items you would additionally provide the id behind the RESTful endpoint.

  "albumId": 1,
  "id": 7,
  "title": "officia delectus consequatur vero aut veniam explicabo molestias",
  "url": "",
  "thumbnailUrl": ""

But how do I create things

The sample above only showed the retrieval of datafrom a web server. But as I said before REST lets you also execute create, update, and delete operations on the backend.

This is achieved by using different HTTP VERBS

  • POST: will create an object
  • PUT: will modify / update an object
  • GET: will retrieve an object ( mostly in JSON format )
  • DELETE: will delete an object
  • OPTIONS: will provide information about the API call ( not very often used )

The best way to experiment with REST is to install POSTMAN as a plugin for chrome.

Postman in action

You can watch my video Here

And as usual you can go and play with the actual code Here …

First QooxDoo Application

I have created the second video in the JavaScript Bushido series.

In this video I am taking a step back and going to the basics.

Installing Qooxdoo from github, and starting your first project.

To retrieve qooxdoo from command line you have to type

  bash> git clone 

This will take some time to complete the download because a git repository contains the complete history. Once the download completes you can create a new project through

  bash> mkdir workspace && cd workspace && ../qooxdoo/ --name=DemoApp
  bash> cd DemoApp && ./ build

The final result:

This will generate a simple push button on a web page.

First Qooxdoo Application
First Qooxdoo Application

Now granted that this is not the coolest web page out there but you have only spent about 5 minutes to create it. Now if you spend some more time on it you can eventually create more complex applications, like a Random Password Generator ( approx 100 lines of code ) or a simple calculator ( approx 200 lines of code ).

As a matter of fact you can create quite complex applications which natively support multiple languages, multiple Themes, multiple icon sets etc … . I believe if you have an idea of a complex web based application you will find a solution with Qooxdoo.

As with the first episode, you can checkout the code online Here …

Questions or suggestions ?

Please don’t hesitate to leave a comment below if you have questions or suggestions. I had fun creating this short tutorial and I hope it is useful to you.

Program a random password generator in QooxDoo

I have created my first video in a series of planned videos on programming in QooxDoo.

Programming in QooxDoo:

QooxDoo is a object oriented JavaScript library which allows you to create any type of widget, like List controls, Tree controls, Windows etc. Inside the browser without the need to worry about browser compatibility.

Aside from being very easy to use, this framework is fully object oriented and is better than any other framework I have seen in the past. Obviously people have their own preferences, and frameworks like jQuery, and Angular are at the top of their game. QooxDoo like other frameworks has strong parts and its weak parts.

This episode goes through some basics first before I dive into the programming part. As mentioned above I create a random password generator which you can use whenever you are asked to either create a new password or re-new your old password.

You can find the video on YouTube.

Password Generator preview
Password Generator preview

The resulting application looks like this

What I have learned from my first video tutorial:

I found that my mic is too sensitive to the higher frequency ranges and going forward I will have to either find a hardware equalizer or do some post production on the audio in software.

Since I am using Linux, my setup is all open source and freely available. As such some of the shortcomings are that Audacity is crashing once in a while, KDenlive was constantly crashing and unusable so I had to switch to OpenShot. I may give Blender’s built in NLE ( Non Linear Video Editor ) a go in a future part.

My keyboard ‘hacking’ is way to loud and will either need to find another keyboard, try to get the right filter settings to suppress it as much as possible ( without too affecting the overall audio quality too much ) or place my mic in a better spot.

Bottom line:

I had a lot of fun putting this tutorial together. I spent probably twice as much time on getting my equipment in place, and preparing AstraNOS for the link to allow people to try for themselves Here …..

The next episode will take most likely less time overall and I will also try my best to cut down the duration of the next episode to be 10 minutes or less.

I learned a ton of things and I am going to continue to learn during my next videos.