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Using the Module Loader

The module loader is based on the principle that CSnap should be able to be fully customizable. Different applications have different goals and different needs, and the module loader allows a developer to adapt CSnap without having to create an entirely new fork or load many large and unnecessary libraries for every single project. A module has four vectors for applying new code: creating new blocks, importing libraries, injecting javascript, or applying other modules. While each of the four separate vectors are optional, each module requires a package file to provide metadata and structure.

We like proper naming. Every folder and it's corresponding zip file in repository should be named with the same application name listed on the site.

We like version numbers. Version numbers are our friends. They help keep things organized, help us keep track of backwards compatibility, and let us keep track of what modules can interact with what other modules. They do a lot of work for us for little effort, so try to keep them happy. Sometimes I host parties for my version numbers. The rascals appreciate an open bar.

Each version number consists of three period delimited integer. These integers represent the major version, minor version, and patch version of the module, respectively. For example, if a module is on version "1.2.3", then it is on major version 1, minor version 2, and patch version 3. The major number keeps track of large changes affecting the overall intent or structure of the module. The minor number keeps track of smaller changes that add a new feature or make a major change to one component of the module. The patch number keeps track of small changes, like simple bug fixes.

When creating a new module, it should always start with the version "1.0.0". Every time an update is made, make sure to update the version. Figure out which of the three numbers corresponds to your change, and increment it. The numbers to the right of the incremented number should revert to 0. For example, the BeadLoomModule was at "1.0.1" before a new block was added to it. Because that was considered a minor change (adding a new feature without changing the overall structure or intent of the module), the minor version was incremented, and the new version became "1.1.0". If you aren't sure which to update, use your best judgment. :)

When looking at the version of parents, we need more than just a version. After all, a new version of a parent might be backwards compatible, so more than one version of that parent might be appropriate. We use one of three characters to figure out how to compare modules: ">", "", and "=". The ">" comparison looks for a version equal to or later than the one listed. "" looks for a version with the same major and minor version number, but a greater or equal patch version. "=" looks for an identical version. As an example, if the dependency "ParentModule": "~1.3.2" is listed, it would match versions "1.3.2", and "1.3.5" but not "1.2.2" or "2.0.0".

If a module is found that matches the name but the not the version listed, it will still be loaded without an obvious error message. We don't want to confuse students, and oftentimes a module will still work even if it's not quite the right version. However, an error will be logged in the browser's console. When testing a module, make sure to check the console to see if there are any issues. If you are helping out a student who is seeing issues, check the module to see if it's complained about any module versions.

Adding arbitrary code

To add arbitrary code to CSnap using the module loader, simply put whatever code you need in a file named "code.js". It's as easy as that. However, keep in mind that this code is applied AFTER CSnap has started running, which means there are limitations. Anything affecting structures that are already in place, like the menus, can be tricky.

Creating new blocks

Creating new blocks requires the use of an optional file, blocks.json. Each field in the json file represents one new block. The key of the field represents a name of the block. Make sure it's alphanumeric and contains no spaces, like "setCoordinateScale". It's ugly, but it's only for the internal representation. The value is a dictionary field containing one optional and three required subfields.

  • type: A string field. Either "command", for a block that does something on its own, or "reporter" for a block that just returns a value. (required)
  • category: A string field. This is the category it appears under in the GUI, for example "control" or "looks". (required)
  • spec: A string field. This is what the user actually sees. For blocks with user controlled parameters, use %n for a number, %str for a string, or %col for a color. For example, "set coordinate scale to %n" would allow a user to enter in a scaling factor. (required)
  • defaults: An array field containing defaults for any input above. [0] would default the above block to say "set coordinate scale to 0", while still allowing the user to change the value. (optional)

To actually add the code for the new blocks, create a folder called "blocks". In this folder, create a file for each block defined in blocks.json. The name of this file should be "[name of the block].js". The block mentioned above would be contained in a file called "setCoordinateScale.js". This is why it can have no spaces! The file itself must contain a single javascript function with no parameters, that only returns a second, inner function. This inner function contains the actual block code. For example, "setCoordinateScale.js":

(function () { return function (num) { coordinateScale = num }; }());

The parameters of the inner function correspond to the parameters defined in the blocks.json spec. Since setCooardinateScale had one parameter in the input, it gets one parameter in the function.

Libraries

But wait! You may be thinking. You mentioned the module loader can use four vectors! You mentioned arbitrary code, that was the code.js stuff. You mentioned blocks, that's the blocks.json and block folder stuff. You mentioned loading other modules, that's the dependencies in package.json. But what about loading libraries???

That's a good question, and I'm glad you asked. Loading in libraries is done similarly to loading in a module. From the admin panel, there is an option for libraries. Click on that link, then click the "add library" button. Just like adding in a module, choose the name of the library and upload its javascript file. Then, any modules listing that library in its package.json will automatically grab the library when the module is loaded.

Current Release

The current release is 20150828.