Scribit, a robot that can draw on walls

Scribit is a vertical plotter that can draw any content sourced from the web – and update it in real time.

It is mounted on a wall using only 2 plugs and a wire in between. You send it an image from within the app and it will start drawing (with support for 4 colors at a time).

Shipping is expected June 2019, but like with all Kickstarter-funded projects that may vary 😉

Scribit →

Mozilla Hacks: Designing the Flexbox Inspector

With the upcoming release of Firefox 65 (due January 29tgh), its DevTools will sport a new shiny Flexbox Inspector.

The new Flexbox Inspector, created by Firefox DevTools, helps developers understand the sizing, positioning, and nesting of Flexbox elements.

Victoria Wang details how they UX challenges that came with this tool were tackled.

Built on the basic concepts of the CSS Grid Inspector, we sought to expand on the possibilities of what a design tool could be. I’m excited to share a behind-the-scenes look at the UX patterns and processes that drove our design forward.

Designing the Flexbox Inspector →

Speeding up Your PHPUnit tests

Some nice tips by Tim MacDonald on how to speed up your PHPUnit tests!

Having a fast test suite can be just as important as having a fast application. As a developer, getting feedback quickly about the state of your code allows for a much quicker development turnaround. Here we are going to run through some tips you can implement today to make your tests run faster.

Tips to Speed up Your Phpunit Tests →

(via Freek)

The ghosts of technology in today’s language

I like this post by Marcin Wichary in which he looks for remnant expressions in our language which are based on technologies that no longer exist, but that we still use. A typical example is “dialing a number”.

We dial a number — or dial someone — even though dials disappeared from phones decades ago. And we hang up even though there’s rarely a handset that actually needs to be hung up.

The ghosts of technology in today’s language →

Create beautiful menus on iOS with Codea’s iOS “Menu” pod

The folks who created Codea — an app for creative coding — recently adjusted it to make it also run on the iPhone. While Autolayout tackles most of the screen adapations, they were in need of menus.

I realised six months ago as I was using my Mac, using the menus, that I need these things — menus — in Codea. I was trying to solve a problem that has been solved for decades.

So I set out to make the best menus I could make for iOS.

The resulting code has been published as a separate pod.

pod 'Menu'

In to blogpost author Simeon Saëns focuses on the details that made it into this nice library. be sure to check out the videos too!

Menu Source (GitHub) →
The iOS Menu →
Detailing the iOS Menu →

Sidenote: Also see PanelKit and TabView, also two nice community-created UI components that found their birth in bigger projects that needed them (just like my own ansi-php package for example).

quicklink – Prefetch links (during idle time) based on what is in the user’s viewport

Great little piece of JavaScript which prefetches links, but only when the browser is idle (and when the user is on a “fast” connection). Uses the aforementioned Intersection Observer to detect which links are in-view.

Install it per NPM and call its quicklink(); method – for example after the DOM has loaded – to initialize the script.

Amongst ignore patterns, it’s also possible to define the origins which are allowed to be preloaded.

quicklink Source (GitHub) →

@dailyhomealone, an Instagram bot posting one frame from Home Alone per day

Tim Broddin has created @dailyhomealone, an Instagram bot which does a daily post containing one frame – taken at a 5 seconds interval – from Home Alone.

Along with that he has done a writeup on how he created the bot. This paragraph resonated quite well with me:

A lot has happened to the openness of the Internet [since the last time I wrote a bot] and it’s quite difficult to create a bot nowadays. Twitter has limited it’s API capabilities (no more realtime), and in order to post you need their permission. Instagram has ditched its API and replaced it with something horrible for marketeers and other scumbags. And since Facebook leaked all of your data, they’ve closed their doors and now require you to sign contracts in order to do anything fun.

Eventually he made use of some private Instagram APIs to do the daily posts. Using Amazon Rekognition he also auto-tags each post.

@dailyhomealone on Instagram →
Creating a Home Alone Instagram bot →
dailyhomelone Source Code (GitHub) →

I found this Home Alone themede ad for Google Assistant very amusing:

Easily create iOS Mockups (photo/ video) with Design Camera for macOS

Design Camera is an app for your Mac that lets you create, capture, and animate 3D mockups for your digital designs in a matter of seconds.

Using just a few clicks – using screenshots taken in the iPhone Simulator – I created this render/mockup:

Video and more input formats – such as Sketch – also supported … neat!

Design Camera for macOS →

What’s new in the upcoming PHP 7.4?

Good overview by Brendt on the new features that will be landing in PHP 7.4, which is due somewhere December 2019.

I’m especially looking forward to Typed properties.

New in PHP 7.4 →

💭 One thing I personally find missing in PHP’s typehinting, is a way to typehint array contents — e.g. “I’d like an array of Foo‘s”.

The addition of a [] suffix on the hinted type – like Java has – could potentially solve this. In the mean time you can resort to hackery like this (src):

// Definition
class ArrayOfFoo extends \ArrayObject {
    public function offsetSet($key, $val) {
        if ($val instanceof Foo) {
            return parent::offsetSet($key, $val);
        throw new \InvalidArgumentException('Value must be a Foo');

// Usage
function workWithFoo(ArrayOfFoo $foos) {
    foreach ($foos as $foo) {
        // etc.

I anyone has a better way to tackle this, feel free to enlighten me by leaving a comment.

Upgrading from React Native 0.53.x to 0.57.4 (and to Xcode 10 and Gradle 4 along with that), a journey

Back in November, after 6 months of working on other projects, I picked up development for the EV-Point Mobile App again. The app is built using React Native and is available on both iOS and Android.

As Xcode got a new major release (from Xcode 9 to Xcode 10) since my last time working on the project I figured I’d trigger a new build on Bitrise, then see which errors would came at me, and continue from thereon. What I didn’t know however is that it would eventually take me 3 days, 17 failed builds, lots of Google Fu, and some guesswork to get everything working again. Here’s an overview of the biggest hurdles that I had to take, along with their solutions. I hope they might help you too.

There’s always a green light at the end of the build-pipeline tunnel …

My initial plan was to first get the current version of the app – still running React Native 0.53.3 – to build again in Xcode 10, and only then upgrade the React Native version to the latest one (0.57.4 at the time of writing). During the course of my journey I eventually flipped that around, as React Native 0.57.x already contained some fixes that I was in need of.


Problem #1: iOS: React Native project won’t build on Xcode 10

Of course my first Bitrise trigger using Xcode 10 would fail (but one can always try, right?). What I didn’t expect is that quite a lot of things were going wrong (REF):

  • Xcode Signing Issues
  • Failures indicating that libfishook.a could not be linked
  • Third party things such as glog that were not installed
  • etc.

As I stumbled from one build error into the other (locally, of course) and tried fixing these one by one, I eventually found that the most easy solution would be to upgrade to the latest RN version (0.57.4 at the time of writing) as it already contained most of the fixes.

Solution #1 (part1): Upgrading to the latest RN version

To upgrade to the latest RN version I used react-native-git-upgrade. I didn’t immediately jump from RN 0.53 to RN 0.57 though, but gradually went through all intermediate releases.

# install react-native-git-upgrade
yarn global add react-native-git-upgrade

# Go to project folder
cd ~/repos/evpoint/mobileapp/

# Upgrade to RN 0.54.4
react-native-git-upgrade 0.54.4

# Upgrade to RN 0.55.4
react-native-git-upgrade 0.55.4

# Upgrade to RN 0.56.1
react-native-git-upgrade 0.56.1

# Upgrade to RN 0.57.4
react-native-git-upgrade 0.57.4

Using react-native-git-upgrade to upgrade RN versions works like a charm, but it might will require you to resolve a few merge conflicts …

Upgrading from one React Native version to the other …

Once I performed all upgrades I tried building my app locally and … yes, great succes!

💁‍♂️ Note that when upgrading from RN 0.53 to 0.57, the Android build system will have migrated from Gradle 3 to Gradle 4. As we’re now focussing on getting iOS to build, we’ll skip this for now and tackle it later (see Problem #4 below)

Solution #1 (part2): Manually installing the third party scripts

After successfully building locally I pushed my changes online in order for Bitrise to kick into action. Bitrise however failed. Hmmz …

- Build input file cannot be found: `./node_modules/react-native/Libraries/WebSocket/libfishook.a`
- `configure: error: in `(..._/node_modules/react-native/third-party/glog-0.3.4'`
- `✗ Build input file cannot be found: 'node_modules/react-native/third-party/double-conversion-1.1.6/src/'`
- `No member named '__rip' in '__darwin_arm_thread_state64'`

Turns out that there was an issue with third party scripts not getting installed correctly. Locally they were, however.

FYI: Locally it worked fine because – as it turns out – a second build would correctly struggle through it. As Bitrise always starts from scratch (e.g. with a non-existing node_modules folder) it couldn’t make it through.

To fix this I added an extra step in the build-pipeline to Manually install Third Party Scripts + Configure Glog, (REF):

#!/usr/bin/env bash -e

if [ ! -d "node_modules/react-native/third-party" ]; then
  cd node_modules/react-native ; ./scripts/ ; cd ../../
  cd node_modules/react-native/third-party/glog-0.3.5/ ; ./../../scripts/ ; cd ../../../../

I’ve added this step right before Bitrise’s Certificate and Profile Installer step.

💡You’ll also need to execute this step locally, especially when starting from scratch. You can safely add this script to your local build-script as it contains a built-in check to not double install the Third Party Scripts in case they are already present.


Problem #2: Android: Program type already present:$DelegateProvider

On Android I was still getting build errors though. My first one was something like this:

Error:Program type already present:$DelegateProvider

java.lang.NoClassDefFoundError: Failed resolution of: android/support/v4/animation/AnimatorCompatHelper;
java.lang.NoSuchFieldError: No field notification_template_lines of type

Solution #2: Fixate the SDK version for to a specific version

Thankfully someone else had already stumbled onto this problem and provided a fix: fixate the SDK version for to version 24.2.1. You can do this by adjusting your app/android/build.gradle file:

android {


    // Fix for "Program type already present:$DelegateProvider"
    configurations.all {
        resolutionStrategy.eachDependency { DependencyResolveDetails details ->
            def requested = details.requested
            if ( == '') {
                if (!"multidex")
                        && !"exifinterface")) {
                    details.useVersion '24.2.1'



Problem #3: Android: Unable to find a matching configuration in project

When running ./gradlew assembleDebug I could successfully build for Android. Running ./gradlew assembleRelease however, yielded this error:

Unable to find a matching configuration of project :react-native-devsettings-android:
  - Configuration 'debugApiElements':
      - Required 'preview' and found incompatible value 'debug'.
      - Found 'debug' but wasn't required.
      - Required 'Aar' and found compatible value 'Aar'.
      - Required org.gradle.usage 'java-api' and found compatible value 'java-api'.
  - Configuration 'debugRuntimeElements':
      - Required 'preview' and found incompatible value 'debug'.
      - Found 'debug' but wasn't required.
      - Required 'Aar' and found compatible value 'Aar'.
      - Required org.gradle.usage 'java-api' and found incompatible value 'java-runtime'.
  - Configuration 'releaseApiElements':
      - Required 'preview' and found incompatible value 'release'.
      - Found 'release' but wasn't required.
      - Required 'Aar' and found compatible value 'Aar'.
      - Required org.gradle.usage 'java-api' and found compatible value 'java-api'.
  - Configuration 'releaseRuntimeElements':
      - Required 'preview' and found incompatible value 'release'.
      - Found 'release' but wasn't required.
      - Required 'Aar' and found compatible value 'Aar'.
      - Required org.gradle.usage 'java-api' and found incompatible value 'java-runtime'.
	at org.gradle.internal.component.model.AbstractDependencyMetadata.selectConfigurationUsingAttributeMatching(
	at org.gradle.internal.component.model.LocalComponentDependencyMetadata.selectConfigurations(
	at org.gradle.internal.component.local.model.DslOriginDependencyMetadataWrapper.selectConfigurations(
	at org.gradle.api.internal.artifacts.ivyservice.resolveengine.graph.builder.EdgeState.calculateTargetConfigurations(
	... 89 more

Solution #3: Use matchingFallbacks

The fix was to adjust the defined buildType of debug so that it falls back to the release‘s buildType values in case one is missing. This can be done by using the matchingFallbacks instruction inside your app/android/build.gradle file (REF, REF):

android {

    buildTypes {
        release {
        preview {
            matchingFallbacks = ['release', 'debug']



Problem #4 Android: Execution failed for task ':react-native-config:verifyReleaseResources'

The final Android problem I encountered was that dependencies would not properly compile anymore with the change to Gradle 4. Packaged like react-native-config and react-native-devsettings-android would fail on their verifyReleaseResources step.

Solution #4: Upgrade packages and/or force subprojects to use same compileSdk/BuildTools as main project

Thankfully packages like react-native-config have already landed fixes for this issue. Merely upgrading your affected dependencies using yarn will fix it.

If you’re using packages do not yet have fixes – like react-native-devsettings-android (ISSUE) – you can thankfully force them to use the correct compileSdk/BuildTools version from within your own android/build.gradle file (REF, REF):

subprojects {

    // Force subprojects to use same compileSdk/BuildTools as main project
    afterEvaluate {project ->
        if (project.hasProperty("android")) {
            android {
                compileSdkVersion rootProject.ext.compileSdkVersion
                buildToolsVersion rootProject.ext.buildToolsVersion



Furthermore I have a few classic issues – such as signing certificates that were expired – which I had to tackle. Supposedly the release of RN 0.58 – which I’m looking forward to – should no longer require the adjustment mentioned above.

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