Thursday, January 12, 2012

Step 4 - The UML Code Design

Before going any further, I thought I'd perform a simple object analysis to discover the objects, methods and properties in the application.

A Quick & Dirty Object Analysis

I forget where I learned this, but this object decomposition technique has been a really helpful. First, I write a paragraph that describes what happens in the application in just plain English. Next I read over the paragraph and bold the nouns and underline the verbs. The nouns become the classes and the verbs are the methods (and a lot of adjectives in the paragraph will end up as properties).

So, for this application, the description would be pretty straight-forward:
The player selects a game from one of several categories. The board is displayed with a Next and Previous button underneath it. The player clicks next and a stone is displayed on the board with a label (e.g. a number or shape) and may be highlighted. The player can click previous and the last stone will be removed from the board. After the stones are displayed the SGF game file will be interpreted. Comments are displayed if there are any in the SGF game file for that move. The player can either dismiss a comment or click Next to see the next comment.
So separating out the nouns (classes) and verbs (methods) this quick & dirty object analysis provides the following:

Nouns
player
game ( SGF game file )
category
stone
comment
board

Verbs
select {game}
draw {stone}
remove {stone}
select {stone}
interpret {comment}
display {comment}
dismiss {comment}
click_next {player? game? I'm not too sure right now what this should apply to...}
click_previous {player? game? I'm not too sure right now what this should apply to...}

UML Diagram
So taking these, it's easy to build a rough UML diagram:


Thursday, January 5, 2012

Step 3 - Prototype testing with jQuery Mobile

I thought I would create a prototype to usability test the design. I'll use jQuery mobile since it's such a fantastic UI framework! You just need to know some basic HTML to make a mockup pretty quickly.

Some of the things I love about jQuery Mobile are:
  • It can load everything as a single page. The app screens are represented by divs in the HTML which makes them "virtual pages". So instead of loading lots of tiny little pages, jQuery mobile can load one big page and shuffle around the divs when users change screens (which reduces response times considerably).
  • It is über-cross-browser -- all the pain and agony in making a mobile app work across multiple browsers is baked into the jQuery Mobile goodness. How do they do it? I have no idea. ( I also don't know how my Subaru's fuel injection system works, but as long as it keeps working I'm happy :-)
  • It is very simple. Creating a prototype is just as easy as marking up some template html they provide. 
If this was a more complicated design, I might start out with paper-and-pencil prototypes. However, since this is just three screens I'll try it with a jQuery Mobile prototype first and see how that goes.

The Prototype

The jQuery Mobile site provides some boilerplate for a single web page with multiple virtual pages.  They identify each screen using the HTML5 'data-' attribute. So for every screen I just need to create a div and set the 'data-role' attribute to 'page'.

The First ( Branches ) Selection Page

The first virtual page I create is the selection tab page. The code for it looks like this:

<!-- Start of first selection page (branches) -->
<div data-role="page" id="selectTabs">

 <div data-role="header">
  <h1>Game Types</h1>
 </div><!-- /header -->

 <div data-role="content"> 
  <ul data-role="listview" data-theme="g">
   <li><a href="#selectGames">Beginner ( 30 - 15 kyu )</a></li>
   <li><a href="#selectGames">Intermediate ( 15 - 1 kyu )</a></li>
   <li><a href="#selectGames">Expert ( 1 - 9 dan )</a></li>
   <li><a href="#selectGames">High Handicap</a></li>
  </ul> 
 </div><!-- /content -->

 <div data-role="footer">
  <h4>Page Footer</h4>
 </div><!-- /footer -->
</div><!-- /page -->

One cool thing here is that the selection list is created with just an <ul> unordered list with its data-role set to 'listview'. Also, note the href is set to '#selectGames' to link to the second virtual page where users select the game they want to view.

The page comes out looking like this (on an iPod Touch):




The Second ( Leaf ) Selection Page

The next page for this prototype is the list page where users select the game they want to follow:

<!-- Start of second selection page (leaves) -->
<div data-role="page" id="selectGames">

 <div data-role="header">
  <h1>Games</h1>
 </div><!-- /header -->

 <div data-role="content"> 
  <ul data-role="listview" data-theme="g">
   <li><a href="#main">Fred (29k) vs Wilma (15k)</a></li>
   <li><a href="#main">Fred (29k) vs Barney (15k)</a></li>
   <li><a href="#main">Fred (29k) vs Pebbles (15k)</a></li>
   <li><a href="#main">Fred (29k) vs Bam Bam (15k)</a></li>
  </ul> 
 </div><!-- /content -->

 <div data-role="footer">
  
 </div><!-- /footer -->
</div><!-- /page -->

Note the id of this virtual page is "selectGames" which is where the #selectGames href from the previous screen is pointing to. For the prototype testing I have put some fake games for the user to select. Whatever they select will take them back to the main page.

This looks like this (on a Color Nook tablet):


The Main Page

The main screen is slightly more complicated:

<!-- Start of the main page -->
<div data-role="page" id="main">

 <div data-role="header" class="ui-grid-b">
  <div class="ui-block-a">
   <a href="#" data-icon="arrow-l" class="ui-btn-left ui-btn ui-btn-icon-left ui-btn-corner-all ui-shadow ui-btn-up-a" data-theme="a">
    <span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true">
     <span class="ui-btn-text">Back</span>
     <span class="ui-icon ui-icon-arrow-l ui-icon-shadow"></span>
    </span>
   </a>
  </div>
  <div class="ui-block-b"><h3>Go Game Reader</h3></div>
  
  <div class="ui-block-c">
   <a href="#" data-icon="arrow-r" class="ui-btn-right ui-btn ui-btn-icon-right ui-btn-corner-all ui-shadow ui-btn-up-a" data-theme="a">
    <span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true">
     <span class="ui-btn-text">Variation</span>
     <span class="ui-icon ui-icon-arrow-r ui-icon-shadow"></span>
    </span>
   </a>
  </div>
 </div><!-- /header -->

 <a href="#selectTabs" data-icon="arrow-r" class="ui-btn-right ui-btn ui-btn-icon-right ui-btn-corner-all ui-shadow ui-btn-up-a" data-theme="c">
  <span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true">
   <span class="ui-btn-text">Otakee ( 6 Dan ) challenges The Master ( 9 Dan )</span>
   <span class="ui-icon ui-icon-arrow-r ui-icon-shadow"></span>
  </span>
 </a>

 <div data-role="content"> 
  <canvas width="400" height="400" id="goBoard">
   <p>This example requires a browser that supports the
   <a href="http://www.w3.org/html/wg/html5/">HTML5</a> 
    &lt;canvas&gt; feature.</p>
  </canvas>
  
 <div class="ui-grid-a">
  <div class="ui-block-a"><button onClick="">Previous</button></div>
  <div class="ui-block-b"><button onClick="drawNextMove()">Next</button></div>
 </div><!-- /grid-a --> 
  
 </div><!-- /content -->

 <div data-role="footer">
 
 </div><!-- /footer -->
</div><!-- /page -->

Notice the first part of the page description has three areas for the Back button, title and Variation button. The class name of  "ui-grid-b" on the header div is used to specify a container with three sections. The contents of each grid cell are in ui-block-a, ui-block-b and ui-block-c.

The next section is the game selection button. It's basically just a link button to the first selection page.

Underneath this is the canvas where the board is drawn.

And the final important part of the UI are the Next and Previous buttons. These are in a container with the class="ui-grid-a"tag. This divides the container into two columns.

And then there's the footer again, which we aren't doing anything with yet.

All together it looks like (on the desktop version of Safari):


I used three different browsers to make the screen captures. They range from an ancient iPod Touch all the way up to the latest desktop version of Safari on OS X. It's interesting what a good job jQuery does across this big range of devices.

Sunday, January 1, 2012

Step 2 - Something Closer to the Right Design

Yeah... I was right... The day after I drew out the wrong design I woke up and realized exactly how it was wrong :-(

Some of the problems obvious to me now are:
  1. The design is not suited to a typical smartphone screen. The board takes up most of the real-estate and either the controls or comments will be below the fold.
  2. Referencing the stones with numbers is not smart. The numbers should really only represent the number of the move. People have probably been documenting Go games in print for a hundred years or so. So why am I trying to re-invent that wheel?
  3. What was I thinking when I put in a select menu to pick a game :-(  Earlier I mentioned the offline storage could take hundreds of games! A select menu is definitely the wrong design pattern to use... A better pattern would be something like the one Apple uses for selecting a photo or downloading a podcast.
  4. The design would look odd on an iPad or other tablet... Also there's the portrait / landscape orientations to consider...
So here is take 2:

To address the first two problems, a redesign of the main screen:

The main features here are:
  • Overlaying the comments on the Go board itself to save screen real-estate
  • The only numbers displayed on the stones will be black and white's last plays
  • If a stone needs to be referenced, but it doesn't have a number already, a triangle will be displayed
  • Having a separate button to see a game variation instead of scrolling down to see it
  • Changing the drop down to a set of selection screens instead
Speaking of the selections screens... here's what I was thinking of:

The selection screens would use a similar design pattern to Apple's iPod Touch / iPhone for gathering photos in separate folders/tabs:


And once the user clicks on a folder/tab they would see individual games to select:



As far as problem 4... that's a tough one... Something like this might be good:



In landscape mode, the board would be (nearly) as large as it possibly could be, and then in the free space to the right the controls, comments, and any variation would appear. If I moved the title and sub-title to the right, then that would maximize the board size to its limit.

I just started reading this really great book Head First Mobile Web and it's talking about Responsive Web Design. I think that will really help out with problem 4. So I guess for right now I'll just keep this idea in my head and I'll see how/if the responsive web design will help out later down the road...


Friday, December 23, 2011

Step 1 - Creating the 'Wrong Design' for an HTML5 App

I'm impressed how well JavaScript supports Object Oriented Programming! I'm really starting to understand how HTML5 and JavaScript have the potential to make an awesome generation of mobile apps!

As long as I'm taking the time to learn how to create HTML5 apps, I was thinking I should aim at creating one I could put on my iPod Touch or Color Nook to review Go games.

For me, the easiest way to start a UI design is to throw away my first idea. No matter what I'm initially thinking of, it's wrong in any of a number of ways. I find drawing it out and throwing it away as quickly as possible helps me come up with a better design, faster.

So here goes:

Requirements:
  • HTML5 App that works on different platforms
  • Will play back stored Go game files
  • Uses local storage -- so will work offline
  • Supports the SGF Go game format
  • Supports UTF-8 characters

Because it's one of the few situations where I'm one of the target users, defining my audience and user stories should be pretty easy. ( As I talk to users, I can expand and improve this... )

Users:
  • Beginning Go players who want to view commented Go games 

User stories:
  • As a <beginning Go player> I want to <select a commented Go game to view> so I can <view it on my mobile device>.
  • As a <beginning Go player> I want to <view a commented Go game > so I can <read the expert comments and eventually win more games>.

The wrong design:

What I'm visualizing ( which I'm sure will be completely wrong ) looks something like this:


BTW - I drew this wireframe using the website hotgloo.com . It was really awesome! I'd never tried it before, but it was pretty close to walk-up-and-use usability for their site!

Wednesday, December 21, 2011

My First JavaScript Object...

I thought I'd learn a little more about JavaScript's Object-Oriented programming model by adding in a game object to display player moves to the board from my last post. I've never been a fan of JavaScript in the past, but since it's listed on GitHub as the most popular programming language, it seems like a good idea to become more familiar with it. So here goes!

I started by creating a game object that would store a game record and would return each individual move. Since SGF is, by far, the most common record for storing Go games I wanted to make my object compatible with this format. My JS object looked like this:


// The Game Object has the metadata about the game, the moves, and a method to access the moves
function Game( name, moves )
{
 this.name = name;
 this.moves = moves;
 this.currMove = 0;
 
 // getNextMove() gets the current move and then increments the counter to point to the next move
 this.getNextMove = function()
 {
  var nextMove = this.moves[this.currMove];
  this.currMove++;
  return nextMove;
 }

}

One thing to note is that the header for the SGF record contains a LOT  more metadata about the game. It contains information like the player's names, their level, the komi, etc. So if I pursue this in the future, I would change this object to contain all of this information.

Next, I used the following code to create an instance of this object. This is the record for an example game record with 17 moves:

var theGame = new Game("Test Game", [";B[pd]",
          ";W[dd]",
          ";B[pg]",
          ";W[qo]",
          ";B[cg]",
          ";W[fg]",
          ";B[pl]",
          ";W[co]",
          ";B[eg]",
          ";W[ep]",
          ";B[fp]",
          ";W[gp]",
          ";B[dg]",
          ";W[er]",
          ";B[dp]",
          ";W[dr]",
          ";B[gg]"]);

Since the method getNextMove( ) returns the sgf-format for each move, in order to use this on the game board, I wrote a function to convert the sgf format to the real screen coordinates:

// sgfToXy() converts this sgf format to a canvas x,y coordinate
function sgfToXy(theMove)
{
 // get the unicode value for the character 
 virtual_x = theMove.charCodeAt(3);
 virtual_y = theMove.charCodeAt(4);
 
 // subtract out 97 to transform the unicode number to the board position
 // NOTE: it would be nice if JavaScript had constants :-(
 virtual_x = virtual_x - 97;
 virtual_y = virtual_y - 97;
 
 // transform the virtual board value into a real screen coordinate
 real_x = 10 + virtual_x * 20;
 real_y = 10 + virtual_y * 20;
 
 // return an array with the points
 var theResult = {
   x: real_x,
   y: real_y
 }
 return theResult;

}

Now I can draw the game pieces with the canvas  x,y screen point provided by sgfToXy. I can also get the piece color from the B or W character in the move:

//draws the move (in sgf format) on the game board
function drawPiece(theMove)
{
 // first convert the move into an actual location to draw the piece
 var theConvertedValue = sgfToXy(theMove);
 
 // figure out the color of the piece
 if(theMove.charAt(1)== "B")
 {
  theColor = "black";
 } else
 {
  theColor = "white";
 }
 
 // use jCanvas to draw the piece
 $("canvas").drawArc({
    fillStyle: theColor,
    strokeWidth: 1,
    x: theConvertedValue.x, y: theConvertedValue.y,
    radius: 10
  });
}

In order to see the moves on the board, I created a button with a small onClick event handler. Here's the HTML I added to go.html:

<button onclick="drawNextMove()">Next Move</button>

And here's the actual event handler:

function drawNextMove()
{
 var theMove = theGame.getNextMove();
 drawPiece(theMove);
}

So at the end of this, what I have is a simple board and a button:



Looking over the code at this point, it's apparent the board should also be its own object as well. In the next post I'll tidy up the board code so it's its own object. I'll also make some other changes so it will be re-sizable, etc.

Following that, I wanted to experiment with using HTML5's offline storage. With 5 MB of storage and the average Go game taking up about 10K, it should be possible to store around 500 commented games!

Saturday, December 17, 2011

Drawing a Game Board with jCanvas and HTML5

I had been learning recently about the HTML5 Canvas and its JavasScript API's. It was a lot of fun playing around with it, but the API's were pretty low-level. So I was really happy when I found a great jQuery plugin that supported the canvas tag - jCanvas !

I thought I'd share what I learned about jCanvas by giving an example of how I learned to use it in drawing out a Go game board.

Step 1 - Create the Canvas

This file go.html is just plain-vanilla HTML5 markup to provide the canvas to draw on.

<!doctype html>
<head>
     <meta charset="utf-8" />

 <script src="jquery.min.js"></script>
 <script src="jcanvas.min.js"></script>
 <script src="go.js"></script>

        <title>HTML5 Go Board</title>
</head>
<body>
 <canvas width="400" height="400" id="goBoard">
  <p>This example requires a browser that supports the
  HTML5 canvas.</p>
 </canvas>
</body>

Step 2 - Draw the Board Background

The file go.js has the code for drawing the game board on the canvas. The first step was to give the board a wood-grain background. This jCanvas code selects the canvas tag, and then draws the image "board.jpg" at the point (10,10) on the canvas.

One interesting part here is that since it takes a while to load the image, and I want the image to be drawn first, I use the load property to set a callback. Essentially what this is doing is saying "Go ahead and draw this image, and when you're done call the function drawBoardLines( )".

When I left this out initially, the image kept showing up on top of everything else because all of the other operations would complete before the image loaded :-(

 // load the image first 
 $("canvas").drawImage({
   source: "board.jpg",
   x: 10, y: 10,
   width: 360,
     height: 360,
          fromCenter: false,
          load: drawBoardLines //after image is loaded draw the lines on top
 });

Step 3 - Draw the Edge


The next part is just a simple border for the game board. You can either use strokeStyle to create just a rectangular outline or fillStyle for a filled shape. I thought it was cool that the canvas supports rounded corners so I took advantage of the cornerRadius property to round them off a bit.

// draw the border
 $("canvas").drawRect({
   strokeStyle: "#000",
   x: 0, y: 0,
   width: 380,
   height: 380,
   fromCenter: false,
   cornerRadius: 5
 });

Step 4 - Draw the Lines


The next part was drawing the actual board lines. The Go board is a simple grid of 19 x 19 lines. jCanvas made it super easy to draw the lines by just specifying the beginning and ending points of each line inside two loops.

 // draw horizontal lines
 for(i=0; i<19; i++)
 {
  var px1 = 10;
  var px2 = 370;
  var py1 = (i * 20) + 10;

  $("canvas").drawLine({
    strokeStyle: "#000",
    strokeWidth: 2,
    x1: px1, y1: py1,
    x2: px2, y2: py1
  });
 }

 // draw vertical lines
 for(i=0; i<19; i++)
 {
  var px1 = (i * 20) + 10;
  var py1 = 10;
  var py2 = 370;

  $("canvas").drawLine({
    strokeStyle: "#000",
    strokeWidth: 1,
    x1: px1, y1: py1,
    x2: px1, y2: py2
  });
 }

Step 5 - Draw the Star Points


One unusual feature about the go board is a set of 9 points it uses for handicapping. These are tiny black circles called star points. Interestingly, the HTML5 canvas forces you to draw a 360 degree arc if you want a circle. The nice thing about jCanvas's drawArc is that it defaults to 360 degrees which makes drawing circles simple.


 // draw starpoints
 for(i=0; i<3; i++)
 {
  var px = (i*120) + 70;

  for(j=0; j<3; j++)
  {
   
   var py = (j*120) + 70;

   $("canvas").drawArc({
     strokeStyle: "#000",
     strokeWidth: 5,
     x: px, y: py,
     radius: 2
   });
  }
 }


Step 6 - Putting it All Together


When I put all of the JavaScript code together it looked like this:
// wait until the page is loaded to draw the board
$(document).ready(function()
{
 drawBoard();
});

// this function just draws the background
function drawBoard()
{
 // load the image first 
 $("canvas").drawImage({
   source: "board.jpg",
   x: 10, y: 10,
   width: 360,
     height: 360,
          fromCenter: false,
          load: drawBoardLines //after image loads, this callback draws the lines on top
 });
}

// this function draws the lines on top of the board image
function drawBoardLines()
{
 // draw the border
 $("canvas").drawRect({
   strokeStyle: "#000",
   x: 0, y: 0,
   width: 380,
   height: 380,
   fromCenter: false,
   cornerRadius: 5
 });

 // draw horizontal lines
 for(i=0; i<19; i++)
 {
  var px1 = 10;
  var px2 = 370;
  var py1 = (i * 20) + 10;

  $("canvas").drawLine({
    strokeStyle: "#000",
    strokeWidth: 2,
    x1: px1, y1: py1,
    x2: px2, y2: py1
  });
 }

 // draw vertical lines
 for(i=0; i<19; i++)
 {
  var px1 = (i * 20) + 10;
  var py1 = 10;
  var py2 = 370;

  $("canvas").drawLine({
    strokeStyle: "#000",
    strokeWidth: 1,
    x1: px1, y1: py1,
    x2: px1, y2: py2
  });
 }

 // draw starpoints
 for(i=0; i<3; i++)
 {
  var px = (i*120) + 70;

  for(j=0; j<3; j++)
  {
   
   var py = (j*120) + 70;

   $("canvas").drawArc({
     strokeStyle: "#000",
     strokeWidth: 5,
     x: px, y: py,
     radius: 2
   });
  }
 }
}

I named the file go.js and I put it in the same directory as go.html from Step 1. Next I downloaded jQuery and jCanvas and added those libraries to the directory. And finally, I created an image for the board, and put that in the same directory, too.



Then once I loaded go.html into my browser I saw: