idiomorph
enu
idiomorph | enu | |
---|---|---|
14 | 10 | |
590 | 448 | |
6.3% | - | |
7.6 | 9.0 | |
28 days ago | 7 days ago | |
JavaScript | Nim | |
BSD 2-clause "Simplified" License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
idiomorph
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A Response to "Have Single-Page Apps Ruined the Web?"
in plain htmx, you can target an area that doesn't disrupt a playing video (e.g. the comments box appending to the comments) or you can use a morphing algorithm that disrupts the DOM less.
i have my own morphing algorithm (and a corresponding htmx plugin that allows you to use it) called idiomorph:
https://github.com/bigskysoftware/idiomorph/
i've also been working with the chrome team to get a feature added they are calling "atomic moves":
https://github.com/whatwg/dom/issues/1255
this would allow us to move elements around in the DOM without losing things like play state or focus or whatever
very excited for this last idea, I think it will be a huge boon for the web in general, not just for htmx
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The Aha Stack
for htmx 2.0 i'm integrating this functionality into the core
it's based on the head morphing algorithm of idiomorph:
https://github.com/bigskysoftware/idiomorph/
which 37Signals is going to integrate into Turbo for v8:
https://twitter.com/ben_pylo/status/1717975035669876790
[1] - https://htmx.org/essays/locality-of-behaviour/
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Htmx is part of the GitHub Accelerator
i certainly hope not
the 2.0 would drop IE support, remove the older SSE and WebSocket support, and switch a couple of defaults (e.g, using template wrapping for parsing partial content, which handles troublesome elements like table rows better, but isn't available in IE) so it would be a breaking change (not for most folks, but still, breaking for some) which I only like to do w/ major versions.
we may have one major addition: a morph swap based on idiomorph:
https://github.com/bigskysoftware/idiomorph/
i'm on the fence on that one: it is currently available as an extension and maybe doesn't belong in the core, still thinking about it
so, in comparison with most libraries, 2.0 is going to be very minor
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Htmx Is the Future
maybe I'm too close to it, but htmx feels like a hack to address things that really should be part of the HTML spec
if browsers got into the game I would assume they could do things much faster and integrate things like preload (https://htmx.org/extensions/preload/) and idiomorph (https://github.com/bigskysoftware/idiomorph/) much more cleanly w/ the rest of the browser infrastructure
- htmx is in the first cohort of the GitHub Accelerator! | The GitHub Blog
- Writing JavaScript without a build system
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Ask HN: What have you created that deserves a second chance on HN?
idiomorph:
https://github.com/bigskysoftware/idiomorph
it's an updated take on the DOM morphing algorithm of morphdom, and it uses what i call "ID sets" to allow the morphing algorithm to "see" children in the DOM when making morphing decisions in the parents, which means you don't need to annotate the DOM with as many ids
here is a demo showing how it outperforms morphdom when ids are sparse/deep:
https://github.com/bigskysoftware/idiomorph#demo
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Ask HN: What's Your Proudest Hack?
my trick for making the `htmx:confirm` event act like it is blocking:
https://github.com/bigskysoftware/htmx/blob/a3c414dcee94fd03...
basically, redesign the arguments for a function such that I can call it again at a given spot with one parameter changed and, to a first order approximation, it acts as if the function is resumable.
I've used this hack in many places now, just recently in idiomorph to allow head elements to load before the rest of the content is morphed:
https://github.com/bigskysoftware/idiomorph/blob/e6dfc189fa3...
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Moving from React to htmx on a real-world SaaS application
That being said, htmx is about 3000 lines of mostly-understandable JavaScript. Really, the only two somewhat ugly parts of the code are history support and the somewhat fancy swapping model that enables CSS transitions. And it's basically baked at this point. I plan on adding a merge-style swap (https://github.com/bigskysoftware/idiomorph), better head merging and cleaning up some rough edges in htmx 2.0, but the core API shouldn't change at all and for most people 2.0 will be the same as a point release. At that point, htmx will be done done, and just another tool to use when building websites.
- Show HN: Idiomorph, a new DOM morphing algorithm
enu
- Enu – 3D live coding, implemented in Nim
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Ask HN: What have you created that deserves a second chance on HN?
https://github.com/dsrw/enu - Enu is a 3d live programming environment for experimenting, making games, and learning to code. Kind of a Logo meets Minecraft type thing. It's written in Nim (using the Godot game engine), and also uses interpreted Nim for the in-world scripting.
I use it to teach kids to code. The released version is pretty rough and probably not fit for general consumption, but the next release (coming next month... I hope) is quite a lot better.
https://youtu.be/9e9sLsmsu_o is a demo making a simple survival game, and https://youtu.be/upg77dMBGDE is a now very outdated demo building towers and other simple structures. Thanks!
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Inky: Isolation. A 90 minute game built with Enu, Nim and Godot
In this video I put together a simple 3D survival game staring Inky, the blue ghost from Pac-Man, using the just released Enu 0.1.99.
- Enu 0.1.99
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Nim: Curated Packages
Less of a global sales pitch for Nim (I'm a shoo-in from Pascal), but I found this today and thought it was neat:
"Enu lets you build and explore worlds using a familiar block-building interface and a Logo inspired API."
https://www.youtube.com/watch?v=ECJsq7BeZ8w
https://github.com/dsrw/enu
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Stop waiting
I work on Enu and am invested pretty heavily into Godot + Nim. I’m hoping someone else beats me to it, but I’m going to create a Godot 4 binding if no one else does. I’ll probably start 6 or so months after 4.0 releases. Assuming I don’t get hit by a bus or something, there will be a migration path eventually.
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Nim Version 1.6.6 Released
Nothing here is untrue, but from my perspective it's overstated. I don't use discord, but I visit the forum daily, follow most of the RFCs, and spend a lot of time coding in Nim (https://github.com/dsrw/enu). I really like Nim, mostly like its community, and think many more people should be using it.
I'm sure fusion could have been handled better, and for 2021 the roadmap was a bit hazy, but I can't think of any other big missteps. Araq, dom, PMunch, and other senior folks are in the forms helping people and answering questions every day, and my interactions with all of them has been very positive. The big post 1.0 feature was arc/orc, and that was very well communicated. Bugs are being fixed, useful new features are being added, and future plans are being discussed in the open.
And Nim itself is great. The "if it compiles, it works" factor is high, yet I almost never feel like the compiler is fighting me. Simple things are simple (I'm teaching it to a group of 12 year olds), it's incredibly flexible, it's fast, and it's suitable for almost any sort of problem. There's nothing else like it, and I expect I'd continue using it for at least a decade even if it switched into maintenance mode tomorrow. I think it will take at least that long for something better to come along.
- A Logo-like DSL for Godot, implemented in Nim language
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Show HN: Real-time multiplayer games with cubes. Early feedback on dev docs?
This is cool. I'm working on something similar called enu (https://github.com/dsrw/enu), but I think you're further along than I am.
A few suggestions that may or may not be helpful:
- Blocky "game fonts" are hard to read. They're fine for games, but for editing code I want a normal monospace font rendered at a normal DPI.
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I think Nim community should focus more on Godot engine.
I also thought godot + nim would be great together. So mid year, I just got started. I hacked together this https://github.com/geekrelief/gdnim which allows for gdnative library hot reloading, the first of its kind for gdnative. I was inspired by https://github.com/dsrw/enu which uses nimscript.
What are some alternatives?
hyperview - Server-driven mobile apps with React Native
colyseus - ⚔ Multiplayer Framework for Node.js
subtls - A proof-of-concept TypeScript TLS 1.3 client
godot-nim - Nim bindings for Godot Engine
smc - Simple Memory Check
nimskull - An in development statically typed systems programming language; with sustainability at its core. We, the community of users, maintain it.
tnds-tomasi-notebooks - Notebook usati per il corso di TNDS
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
star-history - The missing star history graph of GitHub repos - https://star-history.com
godot_voxel - Voxel module for Godot Engine
datasette - An open source multi-tool for exploring and publishing data
aglet - A safe, high-level, optimized OpenGL wrapper and context manager.