megacolorboy

Abdush Shakoor's Weblog

Writings, experiments & ideas.

Clearing cache on a Shared Hosting Server

Hosted your website on a Shared Hosting Server and got limited access to clear the cache on your project?

Open up routes/web.php and create this route:

<?php
Route::get('/clearcache', function(){
    \Artisan::run('config:clear');
    \Artisan::run('cache:clear');
    \Artisan::run('view:clear');
    \Artisan::run('route:clear');
    \Artisan::run('config:cache');
});
?>

Just type the URL and it will clear all existing cache from the project.

Hope this helps you out!

Convert string to date using MySQL

Today, I was debugging a piece of code that is supposed to return a list of data based on the year, the funny thing is that the data was being returned on the development server but not on the production one.

Weird, so I opened up MySQL Workbench and wrote a simple query to see if the dates were being returned because who knows maybe they weren't stored at all.

SELECT YEAR(date_posted) FROM posts;

The values returned were null. Now, that's strange because the dates were present in the column. So, I took a deep look and figured out that the dates were stored in VARCHAR instead of DATETIME data type! 😔

Luckily, I figured that there's a way to resolve this by STR_TO_DATE() function:

SELECT YEAR(STR_TO_DATE(date_posted, '%Y-%m-%d')) FROM posts;

Bam! The results were coming now! 😌

Hope this helps you out!

Use MySQL 8.0 with Native Password Authentication

Last month, I was configuring an Ubuntu Server to deploy a client's project that uses MySQL 8.0 and PHP 7.2. So, I installed the necessary dependencies and finally installed MySQL 8.0, created a new schema and imported the database tables required for the project.

Next, I typed the project URL and ran into this error:

Unable to load plugin 'caching_sha2_password'

If you're running PHP 7.2 and facing this error, you should know that PHP 7.2 doesn't support native password authentication by default. But it's a simple fix, all you have to do is either one of the following:

  1. Alter the current user's authentication to native password
  2. Create a new user with native password authentication

Alter the current user's authentication to native password

ALTER USER 'your_user'@'your_server_host' IDENTIFIED WITH mysql_native_password BY 'your_password';

Create a new user with native password authentication

CREATE USER 'your_user'@'your_server_host ' IDENTIFIED WITH mysql_native_password BY 'your_password'

For the changes to take effect, you need to reload the privileges by typing the following:

FLUSH PRIVILEGES;

Hope this helps you out!

Create migrations and seeds from an existing database

Up until now, I've written migrations and generated seeders for some Laravel projects that I have worked on but recently, I thought of seeing if there's a way to generate migrations and seeds from an existing database especially if it's a project that never had any migrations or seeds created before.

Luckily, I found these two packages, which turned out to be quite productive:

  1. kitloong/laravel-migrations-generator
  2. orangehill/iseed

Execute the following commands to install the packages mentioned above:

composer require --dev "kitloong/laravel-migrations-generator"
composer require orangehill/iseed

Generate migrations using existing database

You can generate your migrations for all tables like this:

php artisan migrate:generate

Or, you can specify the tables you wish to generate:

php artisan migrate:generate table1,table2,table3

Generate new seeds using existing database

You can generate seeds for a single table like this:

php artisan iseed table_name

And for multiple tables, you can do this:

php artisan iseed table1,table2,table3

Hope you find this tip useful!.

Show Git branch in your Bash prompt (with colors)

Do you work on a project with multiple Git branches but don't know which one you're in? Open your .bashrc file and add this:

force_color_prompt=yes
color_prompt=yes

parse_git_branch() {
 git branch 2> /dev/null | sed -e '/^[^*]/d' -e 's/* \(.*\)/(\1)/'
}

if [ "$color_prompt" = yes ]; then
 PS1='${debian_chroot:+($debian_chroot)}\[\033[01;32m\]\u@\h\[\033[00m\]:\[\033[01;34m\]\w\[\033[01;31m\]$(parse_git_branch)\[\033[00m\]\$ '
else
 PS1='${debian_chroot:+($debian_chroot)}\u@\h:\w$(parse_git_branch)\$ '
fi

unset color_prompt force_color_prompt

Updated: November 26th, 2022

The above script works fine for Ubuntu but doesn't work fine on other distros. Here's an alternative one that works on all distros:
parse_git_branch() {
    git branch 2> /dev/null | sed -e '/^[^*]/d' -e 's/* \(.*\)/(\1)/'
}

export PS1="\u@\h \[\e[32m\]\w \[\e[91m\]\$(parse_git_branch)\[\e[00m\]$ "

Save the file and execute this command for your changes to take effect:

source ~/.bashrc

Now, you should see your colors in your Bash prompt along with the Git branch that you're working on (Note: this will be shown if you're in a project that uses a Git repository).

Hope this helps you out!

Make your own generative pixel art in less than 100 lines of code

By modifying my old random pixel generator, I was able to generate a Space Invaders-esque pixel art.

Try it out!

Refresh the page to generate unique Space Invader-esque patterns as the results are unpredictable!

Generative art is a topic that still fascinates me because of the fact that you can produce something unique by just writing few (sometimes, more) lines of code. Especially, if it's self-generating art that makes use of fixed rules and a slight dash of randomness to produce unique results.

When it comes to writing code, it's quite straightforward. You come up with the rules and constraints and voila, you have something that works. Having said that, setting up rules for generative art can get quite tricky.

You might have read about my previous post about The Game of Life, it contains only four rules and each of them took a part in evolving the system through each generation. With generative systems like that, you can never predict the results as complex patterns will emerge due to it's randomness.

In my view, a combination of predictability and randomness is needed in order to create a good looking generative art.

Why you should explore it?

There could be many reasons, maybe you're bored, curious or passionate to learn something new. Who knows? Open up your editor and try it for yourself.

Exploring the craft of making generative art has allowed me to:

  • Gain different experiences — It allows you to sharpen your algorithms & data structures and maybe even, learn a new technique.
  • Create something visually appealing — A picture is equal to a thousand words.
  • Instant results that makes you feel good — I mean, it's hard to explain but y'know what I mean, right?

Where to start?

Just like any other project, you just need:

  • An inspiration or an idea that you can work on.
  • The right kind of technology to use.

With today's article, I'll be showing you how I built a Space Invader-esque pixel art generator in JavaScript that makes use of the Canvas API.

Building a generator

I'd like to give a shout out to the person who built a twitterbot that generates random sprites using Python's Pillow image library.

I was inspired and I thought of writing it in JavaScript and as you can see above, it did turn out pretty well.

Here's the code for your reference and please read the comments to know how it functions:

// To store any used colors
var colorStack = [];

// Selected color palette
var colors = [
    '#30e3ca',
    '#ff5a5f',
    '#40514e',
    '#e4f9f5',
    '#40514e',
    '#e4f9f5',
    '#e4f9f5',
];

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext('2d');

var width = canvas.width;
var height = canvas.height;

function createSquare(squareDimensions, color, element, spriteDim) {
    const {squareX, squareY, squareWidth, squareHeight} = squareDimensions;

    // If it's a middle element, apply a color
    if (element == parseInt(spriteDim/2)) {
        ctx.fillStyle = color;
        ctx.fillRect(parseInt(squareX), parseInt(squareY), parseInt(squareWidth/squareX)+3, parseInt(squareHeight/squareY)+3);
    }
    // If it's the last element, then use the color that you saved previously
    else if (colorStack.length == element + 1) {
        ctx.fillStyle = colorStack.pop();
        ctx.fillRect(parseInt(squareX), parseInt(squareY), parseInt(squareWidth/squareX)+3, parseInt(squareHeight/squareY)+3);  
    }
    // Else, apply a color and save this for the last element.
    else {
        colorStack.push(color);
        ctx.fillStyle = color;
        ctx.fillRect(parseInt(squareX), parseInt(squareY), parseInt(squareWidth/squareX)+3, parseInt(squareHeight/squareY)+3);      
    }
}

function createInvader(invaderDimensions, spriteDim) { 

    var {posX, posY, invaderWidth, invaderHeight} = invaderDimensions;
    var squareSize = (invaderWidth - posX) / spriteDim;

    var cellPosition = 1;
    var element = 0;

    for(var y=0; y<spriteDim; y++){
        // Starts from the left side of the grid.
        // Think of it as something like this:
        // [-3,-2,-1,0,1,2,3]
        cellPosition *= -1;

        // First element
        element = 0;

        for(var x=0; x<spriteDim; x++) {
            squareX = x * squareSize + posX;
            squareY = y * squareSize + posY;
            squareWidth = squareX + squareSize;
            squareHeight = squareY + squareSize;

            // Pick a random color from the color palette
            var color = colors[Math.floor(Math.random() * colors.length)];

            var squareDimensions = {
                'squareX': squareX+2,
                'squareY':squareY+2,
                'squareWidth':squareWidth,
                'squareHeight':squareHeight,
            };

            // Create a square with a color and desired dimensions.
            createSquare(squareDimensions, color, element, spriteDim);

             // If it's the middle element or the starting element, 
             // then shift it's position to the leftmost.
            if(element == parseInt(spriteDim/2) || element == 0) {
                cellPosition *= -1;
            }

            element += cellPosition;
        }
    }
}

function main() {
    var spriteDim = 7;
    var numberOfInvaders = 15;
    var invadersSize = parseInt(width / numberOfInvaders);
    var padding = parseInt(invadersSize / spriteDim);

    for(var x=0; x<numberOfInvaders; x++) {
        for(var y=0; y<numberOfInvaders; y++) {
            var posX = (x * invadersSize) + padding + 2;
            var posY = (y * invadersSize) + padding + 2;
            var invaderWidth = posX + invadersSize - (padding * 3);
            var invaderHeight = posY + invadersSize - (padding * 3);

            var invaderDimensions = {
                'posX': posX,
                'posY': posY,
                'invaderWidth': invaderWidth,
                'invaderHeight': invaderHeight
            };

            createInvader(invaderDimensions, spriteDim);
        }
    }   
}

main();

Well, I won't say that is a perfect solution but hey, it works and yes, it doesn't take a lot of code to achieve something like this.

Explanation

I'll try my best to explain how this whole thing works.

First, you need to initialize a <canvas> DOM element of the desired width and height. Then in the main() function, you determine the size of each invader by specifying the number of invaders and dividing it with the width of the canvas. These values will then be used to determine the coordinates for each invader.

Second, the function createInvader() follows nearly the same process as the main function except that the coordinates for each pixel is determined by calculating the width of the invader and subtracting it's x position divided by the dimensions of each invader.

Third, as you can see in the function createSquare(), it contains 3 simple rules in which all of them draws a square with a color but with an emphasis that each invader has a symmetrical pattern.

The code looks deceptively simple but achieving this complexity did take a lot of trial and error and a little bit of simple calculus 😂.

Conclusion

Generative art might be something that you may not need to explore but it's quite fun and you may never know what you might be able to produce by combining both code and visuals.

Hope you liked reading this article.

Stay tuned for more! 🤘

Built a new static site generator using Python 3.7

Thought of giving it some new upgrades and finally decided to open-source it.

Since 2019, I always used a custom static site generator for the website. The previous one was written in Python 2.7 but ever since Python decided to sunset it, I decided to rewrite it using Python 3.7.

Unlike the previous one, it's quite flexible and I thought of giving it some new features that would help me maintain it with ease.

The new features I have added are:

  • A neat CLI to build the entire site or certain parts of the website
  • Able to switch between different templates
  • Archive mode
  • Pagination
  • Generates RSS Feeds and JSON files

Why rewrite it again?

Over the past few months, I didn't really maintain my blog and when I visited the old codebase, I realized it wasn't flexible and it didn't have many features and it was slow, too.

Recently, I got new ideas of building different sections for the website and thus, is why I had the motivation to rewrite everything and make it modular and flexible enough to build a powerful yet simple custom static site generator.

Have a look

I have decided to open-source my static site generator on my GitHub repository and I'm having plans of writing a new documentation for it, so that if people are interested, they could contribute or use it for their own personal uses.

Conclusion

If you've been following my blog posts, you may know that I have a knack of displaying JavaScript widgets on some of my previous blog posts. Well, I've decided to rewrite all of those widgets, one-by-one, using ReactJS and hopefully, write more tutorials for each of them.

Hope you liked reading this article.

Resolve the "General error: 1835 Malformed communication packet" error

This happened like two days ago, when one of the client sites went down. Upon inspecting the error logs, I found this:

SQLSTATE[HY000]: General error: 1835 Malformed communication packet

If you got the same error as the one above, don't worry, it's not your fault. According to this forum, a recent MariaDB update introduced a new bug for PHP versions < 7.3 that uses PDO and MySQL connectors. You can easily resolve this by simply upgrading it to PHP 7.3.

Hope this tip helps you out!