Author:
- Name: Mark Schnitzius
Location: US - United States of America (United States)
To build:
make
To use:
./schnitzi <foo | vi -n
where foo
is a valid input file (see the author’s input details
for more details).
Try:
./try.sh
NOTE: if you’re one of those who don’t know how to exit vi
:-) don’t worry
as it will exit for you.
Judges’ remarks:
This exemplifies the meaning of Visual Editor, but we don’t think that any benchmarking sites are going to use this to tout the performance of the latest hardware!
Author’s remarks:
If you’ve ever pasted a large chunk of text into an editor (such as
vi
) without first putting it into insert mode, or turning off
the auto-indent, you know the dismay of watching your screen fill
up with misaligned junk.
It’s not the editor’s fault. The editor is just acting just as if you typed exactly what you’re pasting. (Of course, you could blame the editor for being modal in the first place, but that’s a discussion for another time.)
It occurred to me that you could get interesting results by pasting a carefully designed string into the editor. In fact, if the pasted string contains cursor navigation commands, you can go back and overwrite things that were already inserted earlier in string, anywhere on the screen. Can you see where this is going?
ANIMATION!
The program takes input from stdin
which defines the animated
elements (sprites) that appear on the screen. For each sprite,
you can specify exactly when and how long it will appear, and which
direction it is moving. Also, the sprite can oscillate between
up to four different views, which appear in subsequent frames.
Forgive me, animators, if I’m mangling the terminology. Sprites
which appear later in the input file will be drawn in front of
sprites which appear earlier.
The output, written to stdout
, is a string which, when pasted into vi, will
perform the animation defined in the input. (The vi editor is a common (and
ancient) editor that should be available on most Unix, Linux, Solaris, and macOS
systems; you can get it on Windows by installing Cygwin, which is how I do
it.)
THE INPUT
It’s easiest to place the input in a file, so you can redirect it
to stdin
when running the program. What follows is a detailed
description of the input file format.
The first line is specified thusly:
[duration] [timefactor]
The first parameter, duration
, defines how long the animation will run. The
second, timefactor
, is used as sort of a fudge factor for machines that run
too fast to see the animation. A timefactor
of 0 means, “run the animation as
fast as you can”. On a pretty fast machine, I’ve had to set it as high as 2000
to get the animation to slow down sufficiently. Note that the higher the
timefactor
, the longer the output string that you’ll have to copy and paste,
as extra characters are necessary to “waste time” between frames.
Following the first line parameters, you may have up to nine different sprites, each up 50 by 50 in size, and with up to four different ‘views’ of that object, which are cycled through with each successive frame. Each sprite begins with a line of parameters of the following form:
[start] [end] [x] [y] [dx] [dy] [cols] [rows] [viewcount]
where:
start
is the time at which this sprite first appears.end
is the time at which it disappears.x
is the horizontal position at which it starts.y
is the vertical position.dx
is the amount that thex
position changes per frame.dy
is the amount that they
position changes per frame.cols
is the number of columns in each view.rows
is the number of rows in each view.viewcount
is the number of views to cycle through.
Each such parameter line will be followed by viewcount
view frames, each with rows
rows and cols
columns.
Input is terminated by end of file. Duh.
Two samples input files are included; one a nice pastoral park scene, the other a bit of scrolling text.
RUNNING THE ANIMATION
Try one of these methods to get the animation to run:
- Redirect the output directly to vi, like this:
./schnitzi < input.dat | vi
- Redirect the output to a file, like this:
./schnitzi < input.dat > output.dat
Then, open the output file, select the text, and copy it to your system pasteboard/cut/selection buffer and paste it into vi. The paste is NOT the vi paste command, but rather an action you take within your operating system. On a Windows machine running vi via Cygwin, “Edit|Paste” is a right-click menu option on the top window bar.
- Memorize the output, and type it into vi really really fast.
A FINAL NOTE
I would like to remind the Pixar Animation Studios that I retain royalties on this technique.
Inventory for 2004/schnitzi
Primary files
- schnitzi.c - entry source code
- Makefile - entry Makefile
- schnitzi.orig.c - original source code
- schnitzi.inp0 - animated scene input file
- schnitzi.inp1 - animated scene input file
- try.sh - script to try entry
Secondary files
- 2004_schnitzi.tar.bz2 - download entry tarball
- README.md - markdown source for this web page
- .entry.json - entry summary and manifest in JSON
- .gitignore - list of files that should not be committed under git
- .path - directory path from top level directory
- index.html - this web page