As a site which has many nifty JavaScript-driven features, Flickr makes good use of the Yahoo! User Interface library for much of its JavaScript DOM, Event handling and Ajax functionality.
One of the fancier widgets we’ve implemented is a flashy browser-based Web Uploadr which uses the YUI Uploader component (a combination of JavaScript and Flash) which allows for faster batch uploads, progress reporting, a nicer UI and overall improved user experience.
Head over to the YUI Blog and check out how Flickr uses YUI Uploader to provide a faster, shinier upload experience.
Resizable apps are groovy. Users want content to fill the screen, and as the variance in screen resolutions has grown this has become more and more important. To make this happen you can either write manual positioning code to place and size items on window resize, or you can define a hierarchy, some properties on elements of the hierarchy and have a layout engine do the work for you. Up until a few years ago, there were no good pre-built solutions to do this in Flash so the only option was to roll your own framework. Nowadays there are several floating around, including this one from the flash platform team at Yahoo!, and of course there is the Flex/MXML route.
XML based UI markup seems to be all the rage these days, but what I found personally through my experience building the jumpcut tools is that this “responsible” approach has drawbacks. A hierarchy of HBoxes and VBoxes can be a lot of overhead for simple projects, and can become unwieldy and rigid when you are trying to develop something quickly. If you are doing anything weird in your UI (overlapping elements, changing things at runtime) it can also feel like trying to fit a square peg in a round hole.
The Best of Both Worlds
So is there any way to get at a sweet-spot, something quick and flexible, yet powerful? The first thing that probably comes to mind if you are a web developer is the CSS/HTML model. In fact, I think would be a rather good option if not for one missing piece, the unsung hero of the web: the HTML rendering engine. If anyone wants to implement Gecko or WebKit in ActionScript I think that would be a fun project, but because the web ecosystem evolved with the markup user and not the layout engine implementer in mind it’s rathercomplicated. There is also the fact that this model is based on the assumption of a page of fixed width but infinite height which doesn’t exactly suit our purposes.
What we can borrow though is the philosophy of good defaults and implicit rather than explicit layout specification. When you are building out a layout with HTML/CSS you can just drop stuff on the page and things more or less work and resize as you’d expect, then selectively you can move things around / add styling and padding and so on. To do something similar we can take advantage of one of the nice new features of Actionscript 3, the display hierarchy, which allows us to easily traverse, observe, and manage all the DisplayObjects at run time, without keeping track of them on our own as they are created. This way we can recurse through the tree, look for the appropriate properties, and apply positioning and sizing as necessary. If the properties don’t exist we’ll just leave things alone. When you start your project you can just write code to position stuff manually, then as things get more complex and start to solidify you can begin using layout management where it makes sense. I’m a bit of a commitment-phobe myself, so this really appeals to me; what’s especially nice is that you easily plug this in to any existing codebase.
Some Code
So, to get this working all we really need is a singleton that listens to the stage resize event, traverses the tree and places/sizes objects. Mine looks something like this:
/*..*/
stage.addEventListener(Event.RESIZE, this.onResize);
/*..*/
function onResize(e:Event){
this.traverse(root);
}
function traverse(obj:DisplayObject){
for (var i=0; i < obj.numChildren; i++){
var child = new LayoutWrapper(obj.getChildAt(i));
if(child.no_layout)
continue;
//layout code to determine how to place and size children
//child.x = something
//child.y = something
child.setSize(W, H); // pre-order
this.traverse(child);
child.refresh(); // post-order
}
}
Two things of note here.
First is the LayoutWrapper which I use to set defaults for properties and functions that don’t necessarily exist on all objects, so sort of like slipping in a base class without having to alter any code. I use flash_proxy to make this easier, but you don’t have to do that. One thing you will want to do is store dummy values for width and height (something like _width and _height maybe as a throwback) so you can assign and keep track of the width and height of container elements without actually scaling the object. You’ll also want to decide how you want to handle turning on / off the layout management and what defaults make sense for you. In the above code I’m doing opt-out, using a no_layout variable to selectively turn off layout management where I don’t need it.
Second, I have two hooks for sizing, setSize on the way down, and refresh on the way up. This is useful in some cases because what you want to do at higher levels may depend on the size of children at lower levels which can change on the way down.
The layout code itself is outside the scope of this blog post, but I’ve found that a vertical stack container, a horizontal stack container, padding, and spacing is all I’ve needed to accomplish just about any UI. Of course, you can and should implement any layout tools that are useful to you; different projects may call for different layout containers and properties.
Some Fun
One thing that we are doing by using this approach is pushing the specification of the display tree into run-time. The analogy with HTML here is the part of the DOM that is generated by visible source vs the part of the DOM that is generated by JavaScript.
Going all cowboy like this does have its drawbacks. Specifically it can get a bit confusing as to what the tree looks like, or why this or that is not showing up, where is this Sprite attached, etc. Web developers have the Firebug inspect tool for a very similar problem, which I’ve found rather handy. We can get a poor-man’s version of something like this by writing some code that pretty prints the tree under an object on rollover or use the Flex debugger, but, depending on the size of your project, this can get unwieldy rather quickly.
As an excuse to play with the groovy new flare visualization library recently I tried pointing it at the display tree. The result is rather useful for debugging, especially if you have a lot of state changes / masking / weirdness (plus you look like you are using a debugging tool from the friggin future). Some nice things I’ve added: on roll over the object gets highlighted, I can see an edit some basic properties and see them update live. There’s quite a bit of room here to do something Firebug like, with drag and drop reparenting and the like (but be careful, not too interesting or you’d wind up reimplementing the Flash IDE).
If you’d like to try this yourself, this is the code to populate the flare data structure with the display tree:
public function populateData(){
// create data and set defaults
this.graph = new Tree();
var n = this.graph.addRoot();
n.data.label = String(root);
this.populateDataHelper(n, root);
}
public function populateDataHelper(n, s){
try{ // need this in case of TextFields
var num_children = s.numChildren;
}
catch(e:Error){
return;
}
//limit in case you have extremely long lists
//which can dominate the display
num_children = num_children < 20 ? num_children : 20;
for(var i=0; i < num_children; i++){
var child = s.getChildAt(i);
if(
child != this //don't show the layout visualizer itself!
&& child.visible //don't show items that are not visible
){
var c = this.graph.addChild(n);
c.data.sprite = child;
c.data.label = String(child);
this.populateDataHelper(c, child)
}
}
}
Then just apply a visualization to this tree; I've been simply using the demo examples which has been sufficient for my uses, but obviously you can write your own as well.
Sometimes when browsers won’t do what you want by themselves, you have to get creative.
A Brief History Of Web Uploading
As any developer who’s suffered through form-based uploading will understand, browsers have very limited native support for selecting and uploading files. While useable, Flickr’s form-based upload needed a refresh that would allow for batch selection and other improvements. After some consideration, Flash’s file-handling capabilities combined with the usual HTML/CSS/JS looked to be the winning solution.
In the past, ActiveX controls and Firefox extensions provided enhanced web-based upload experiences on Yahoo! Photos, supporting batch uploads, per-file progress , error reporting and so on; however, the initial browser-specific download/install requirement was “just another thing in the way” of a successful experience, not to mention one limited to Firefox and Internet Explorer. With Flickr’s new web Uploadr, my personal goals were to minimize or eliminate an install/set-up process altogether whenever possible, while at the same time keeping the approach browser-agnostic. Because of Flash’s distribution amongst Flickr users, it was safe to have as a requirement for the new experience. (In the non-flash/unsupported cases, browsers fall through to the old form-based Uploadr.)
And Now, For Something Completely Different
By using Flash to push files to Flickr, a number of advantages were clear over the old form-based method:
Batch file selection
File details (size, date etc.) for UI, business logic
Improved upload speed (faster than native browser form-based upload)
“Per-file”, asynchronous upload (as opposed to posting all data at once)
Upload progress reporting (per-file and overall)
Flash is able to do batch selection through standard operating system dialogs, report file names and size information, POST file data and read responses. Flickr’s new web Uploadr uses these features to provide a much-needed improvement over the old form-based Uploadr. The Flash component was developed by Allen Rabinovich on the Yahoo! Flash Platform Team. http://developer.yahoo.com/flash/
This Flash-based upload method did come with a few technical quirks, but ultimately we were still able to make signed calls to the Flickr API and upload files.
Given that Flash reports both file size and bytes uploaded, it made sense to show progress in the UI. In addition to per-file and overall progress in-page, the page’s title as shown in a browser window or tab also updates to reflect overall progress during upload – for example, “(42% complete) Flickr: Upload Photos”
Under Firefox, an .GIF-based “favicon” replaces the static Flickr icon, showing animation in the browser address bar while uploading is active. This combined with the title change is a nice indication of activity and status while the page is “working”, a handy way of checking progress without requiring the user to work to bring the window or tab back into focus.
In showing attention to detail in the UI and finding creative solutions to common browser drawbacks, a much nicer web upload experience is most certainly possible.
Scott Schiller is a front-end engineer and self-professed “DHTML + web standards evangelist / resident DJ and record crate digger” who works on Flickr. He enjoys making browsers do nifty things with client-side code, and making designers happy in bringing their work to life with close attention to detail. His personal site is a collection of random client-side experiments. http://flickr.com/photos/schill/