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#webdev

214 posts153 participants19 posts today

Today I'm researching better workflows to backup databases, and create sanitised copies for local development.

I'm not able to find a great deal of informative discussion around best practice.

Is this stuff more obvious than I think - or is it so under-the-radar-unsexy that industry practice is just not very good?

God I fucking hate working with other libraries. I hate it so much. This is by far the worst part of this job. Diving into unmaintained discords, arrogant github communities, just waiting until someone barfs out "CAN YOU PROVIDE A REPL PLS", understandable but nasty, before even attempting to understand the issue. I dive and dive into docs and posts and youtube videos and ultimately I just cannot find what I look for, spend 20 hours on just browsing the web and end up making it myself #webdev

From: blenderdumbass . org

I want to document the way you might have a possibility to use the same software to make a similar website. @Madiator2011 already done that with blog.madiator.com. Lets go over: where you get the code, how do you set it up, how do you publish, how do you manage accounts, and most importantly, how do you modify everything, so it will look like your own thing.

Read or listen: blenderdumbass.org/articles/ho

blenderdumbass . orgHow to Make a Blog Like Mine Using BDServer Software?
Continued thread

To fix this, we give the assembly a tiny blur.

We don't want blurry edges👇 either, so we push some of the semitransparent edge pixels to either 0 or 1, whichever is closer. To do so, we use another `feComponentTransfer` and map the [0, 1] alpha interval to [-2, 3]. Basically we're stretching the alpha interval to be 5 times bigger, keeping same midpoint (.5), then it's clamped to [0, 1].

#SVG#filter#CSS
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Enter the #SVG #filter!

`feComponentTransfer` allows us to manipulate individual RGBA channels. In this case just the alpha (via `feFuncA`) by making all assembly pixels whose alpha is below `.5` fully transparent (alpha = 0). And all other pixels fully opaque (alpha = 1).

This makes edges jagged. 💀

Maybe not so noticeable in some cases, but it often won't cut it.

Continued thread

How the assembly alpha is computed is something I've detailed in 👉 css-tricks.com/adventures-in-c

Keep in mind that where we have overlap, two corresponding pixels from the two layers may both have an alpha below .5, but their overlap can still give the assembly an alpha above .5!

For example:

.4 + .3 - .4*.3 = .7 - .12 = .58

Both .4 and .3 are smaller than .5, but the overlap alpha .58 is bigger than .5!

Adventures in CSS Semi-Transparency Land
CSS-Tricks · Adventures in CSS Semi-Transparency Land | CSS-TricksRecently, I was asked to make some tweaks to a landing page and, among the things I found in the code, there were two semitransparent overlays — both with the
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As you can see in the recording 👆 blurring makes the pixels around the edges semitransparent. The bigger the blur radius, the more pixels become transparent.

When the particles get closer, their semitransparent areas overlap. This increases the assembly alpha there.

Continued thread

What's going on here?

We have particles moving around inside a `.goo` assembly. How we do that (layout, animation) doesn't matter.

We blur these particles with a #CSS #filter (same blur radius or not). CSS allows us to use whatever unit we need for the blur radius. rem, cqi, lh.