schillmania.com Report : Visit Site


  • Ranking Alexa Global: # 508,829,Alexa Ranking in United States is # 459,578

    Server:Apache...

    The main IP address: 75.119.201.246,Your server United States,Brea ISP:New Dream Network LLC  TLD:com CountryCode:US

    The description :scott schiller's personal, experimental web development / front-end engineering site. this is a collection of (mostly) standards-based and progressive development work, wacky javascript + html + css i...

    This report updates in 21-Oct-2018

Created Date:2000-05-25
Changed Date:2017-04-05

Technical data of the schillmania.com


Geo IP provides you such as latitude, longitude and ISP (Internet Service Provider) etc. informations. Our GeoIP service found where is host schillmania.com. Currently, hosted in United States and its service provider is New Dream Network LLC .

Latitude: 33.930221557617
Longitude: -117.88842010498
Country: United States (US)
City: Brea
Region: California
ISP: New Dream Network LLC

HTTP Header Analysis


HTTP Header information is a part of HTTP protocol that a user's browser sends to called Apache containing the details of what the browser wants and will accept back from the web server.

Content-Length:18216
Content-Encoding:gzip
Expires:Sun, 21 Oct 2018 03:20:19 GMT
Vary:Accept-Encoding
Keep-Alive:timeout=2, max=100
Server:Apache
Connection:Keep-Alive
Cache-Control:max-age=0, public
Date:Sun, 21 Oct 2018 03:20:19 GMT
X-Frame-Options:SAMEORIGIN
Content-Type:text/html;charset=UTF-8

DNS

soa:ns1.dreamhost.com. hostmaster.dreamhost.com. 2018082703 18826 1800 1814400 14400
ns:ns1.dreamhost.com.
ns3.dreamhost.com.
ns2.dreamhost.com.
ipv4:IP:75.119.201.246
ASN:26347
OWNER:DREAMHOST-AS - New Dream Network, LLC, US
Country:US
mx:MX preference = 20, mail exchanger = ALT2.ASPMX.L.GOOGLE.com.
MX preference = 10, mail exchanger = ASPMX.L.GOOGLE.com.
MX preference = 20, mail exchanger = ALT1.ASPMX.L.GOOGLE.com.
MX preference = 30, mail exchanger = ASPMX3.GOOGLEMAIL.com.
MX preference = 30, mail exchanger = ASPMX5.GOOGLEMAIL.com.
MX preference = 30, mail exchanger = ASPMX2.GOOGLEMAIL.com.
MX preference = 30, mail exchanger = ASPMX4.GOOGLEMAIL.com.

HtmlToText

schillmania! 04 05 06 07/08 08 09 armor alley: web prototype tl;dr version: i played this in the early 1990s on an old 8088-based ibm-pc compatible; this is my interpretation of it. play now at /armor-alley . related: development process , screenshots etc. also on github . a browser-based interpretation of the classic 1990 game. armor alley is a side-scrolling simulation involving strategy. the primary goal is to get a van across the battlefield to the enemy base. of course, it is not that simple; the van is completely unarmed, and incredibly vulnerable. you must defend the van with a convoy of tanks, missile launchers and other units on the ground, in addition to providing air cover with your helicopter against identical enemy forces. the armor alley web prototype home screen. play it now or read more about the original game, units and strategy on wikipedia . -- a quick fly through of the aa web prototype in tutorial mode. basic mechanics, defensive and offensive tactics are explained. why do this? ... because . any application that can be written in javascript, will eventually be written in javascript. -- atwood's law (2007) writing a browser-based game using html, css and javascript is a great way to learn, re-learn and experiment with approaches to client-side programming. games require a depth of logical thought, planning and effort to build, and encourage experimentation in architecture and development style. performance and scalability are both important factors in building games, and both present learning opportunities in regards to writing performant code that is compatible with a number of platforms and devices. regardless of fidelity, a working game prototype can be both educational and fun. the reference: armor alley, pc-dos version (1990) premise build and defend convoys of tanks, missile launchers, infantry, vans and engineers as they cross the battlefield, using your helicopter for both offense and defense. the goal is to get your van to the enemy base on the other side of the battlefield. studying the original the original box: armor alley, pc-dos compatible version (1990.) thank-you, ebay. pc-dos, 1990 (port from original macintosh version) side-scrolling, fixed-height, 4-bit colour reusable patterns (vehicles, shrapnel, gun fire, smoke, explosions) low-fi animations numerous interactions / behaviours between vehicles in the environment. numerous, but somewhat shallow and limited complexity; relatively straightforward implementation. scope entirely client-side technologies: html, javascript, css. first "level", standard vehicles and terrain elements including anti-aircraft turrets / "guns", but no armored bunkers. basic enemy "ai", automated convoy building / ordering + enemy chopper actions / defense - likely difficult to truly emulate original behaviour. no network / multi-player. process as with childhood family road trips: source code, edited and annotated on the road. initial prototype: basic landscape, terrain, vehicles, bunkers w/balloons and vehicle movement. player helicopter can fly over terrain. enemy vehicles added. basics of enemy detection, gunfire, bombs & collision detection added. infantry, bunkers, vehicle-specific interactions. status bar, fuel line landing pads + repair / refueling / reloading actions. smart missiles and radar system. inventory / ordering system. nearby object finding / detection (smart missiles, ai) troubleshooting & debugging chrome devtools: frames, memory, js / cpu profiling css transforms + js feature detection hot loops, object creation / memory use / garbage collection "architecture" a tightly-packed sprite containing the majority of the in-game graphics, made for the web prototype. raw (vanilla) js, soundmanager 2 for audio good old-fashioned dom elements for rendering ui vs. <canvas> or webgl, etc. benefits: natural dom createelement() for making game objects, css to style them, classname -based manipulation, transitions and animations. javascript: utils helper for css class name manipulation, dom events, node tree removal, object mixins, cloning etc. controllers, i.e., gameloop iterate over collections of game objects, calling each object's animate() method. if animate() returns true , object is dead and controller can remove it from the array. pattern is repeated for collections of vehicles, gunfire, buildings etc. mvc-like theme: css , data , dom , objects interface is defined for major game objects. some objects have child and/or parent objects, i.e., bunker <- chain -> balloon . framecount and modulus determine interval of behaviours - movement, firing, animation rate, enemy detection and so on - i.e., if (framecount % 10 === 0) { fire(); } object names + types map between array names, constructor pattern, css class names (generally.) e.g., a van has data.type of 'van', css of .van , stored in game.objects.vans and so forth. each object has a predictable dom pattern, css class name and data structure. isenemy applies to js, cascades to .enemy in css. ui + collision logic, otherwise, is mostly the same. collision detection / enemy + object interaction nearbyoptions - "who gets fired at?" nearbyobject() - "is an x (i.e., helicopter) in range?" object targeting - "move toward the helicopter" if there is an object overlap, call target.hit() and provide "source" object interface. target determines interaction - i.e., target may die, but may also kill source. animations combination of style.left/top , some backgroundposition -based sprite animation, and css animations and transitions. css step-based animations allow convenient classname -triggered transitions, e.g., tank explosion: .tank.dying {} -> .tank.dead {} animate() method applies vx + vy to x + y , updates style.top/left (traditional) or transform (gpu-accelerated) properties to reposition dom node. "inheritance" mixin-based inheritance of data , css structures etc. common css class names (states), data attributes like x , y , dead , isenemy etc. common operations: move sprite (dom x/y), object hit, die are in left in a top-level common helper, similar to utils . performance use transform: translate3d() where supported for gpu-based motion of elements on x/y axis, vs. traditional left/top style changes. translate avoids expensive repaints, instead using gpu-based compositing for motion. js: avoid creating excessive garbage (e.g., cloning objects mixin-style) in hot/expensive loops; reduce gc, ram use and overall churn. pass objects directly / by reference, avoid creating new objects or modifying original object values in loops. object destruction / clean-up: remove node tree, js/dom references and parent array reference in the object collection case. minimize dom "i/o": cache node references and coordinates to reduce reflow due to read operations (e.g., offsetwidth .) update client coordinates only on critical events like init and window.onresize() . video showing effects of traditional style.left and style.top -based animation, and then with gpu transform: translate3d() -based gpu-accelerated rendering under chrome devtools. red = redraw/repaint areas. more red = more expensive. with gpu acceleration present, there is notably-less redraw and thus improved rendering performance (i.e., frame rate.) even with gpu acceleration, some elements still must redraw - i.e., helicopter, tank and infantry animations. -- web prototype with gpu-accelerated transform: translate3d() , and room for improvement. note that most frames are < 16 ms, 60+ fps. web prototype without gpu-accelerated transform: translate3d() - note lots of red (expensive repaint), and very slow frames. this is why you don't create temporary cloned objects inside hot loops; that's a lot of garbage. screenshot shows "spikey" ram use and garbage collection events before the expensive function is shunted via return false . the proper fix involved changes to avoid object creation. memory, dom node count and js/dom garbage collection memory and dom nod

URL analysis for schillmania.com


http://www.schillmania.com/content/react/contact/
http://www.schillmania.com/content/entries/2004/03/14/colophon/
http://www.schillmania.com/content/entries/2004/05/15/
http://www.schillmania.com/content/entries/2006/12/happy-holidays/
http://www.schillmania.com/content/projects/snowstorm/
http://www.schillmania.com/content/media/beat-juggling/
http://www.schillmania.com/content/entries/2003/10/26/
http://www.schillmania.com/content/entries/2009/time-lapse-photography-chdk/
http://www.schillmania.com/content/entries/2004/08/15/photo-viewer-update/
http://www.schillmania.com/content/entries/2004/10/24/application-xhtml+xml/
http://www.schillmania.com/content/entries/2007/12/redesign/
http://www.schillmania.com/content/entries/2005/02/19/writing-html-like-1993/
http://www.schillmania.com/content/entries/2003/11/17/
http://www.schillmania.com/content/entries/2012/survivor-c64-html-remake/
http://www.schillmania.com/content/entries/../media/drumming-with-vinyl/

Whois Information


Whois is a protocol that is access to registering information. You can reach when the website was registered, when it will be expire, what is contact details of the site with the following informations. In a nutshell, it includes these informations;

Domain Name: SCHILLMANIA.COM
Registry Domain ID: 27784567_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.tucows.com
Registrar URL: http://www.tucows.com
Updated Date: 2017-04-05T04:38:50Z
Creation Date: 2000-05-25T05:26:52Z
Registry Expiry Date: 2019-05-25T05:26:52Z
Registrar: Tucows Domains Inc.
Registrar IANA ID: 69
Registrar Abuse Contact Email:
Registrar Abuse Contact Phone:
Domain Status: ok https://icann.org/epp#ok
Name Server: NS1.DREAMHOST.COM
Name Server: NS2.DREAMHOST.COM
Name Server: NS3.DREAMHOST.COM
DNSSEC: unsigned
URL of the ICANN Whois Inaccuracy Complaint Form: https://www.icann.org/wicf/
>>> Last update of whois database: 2019-01-24T13:25:23Z <<<

For more information on Whois status codes, please visit https://icann.org/epp

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currently set to expire. This date does not necessarily reflect the expiration
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registrar. Users may consult the sponsoring registrar's Whois database to
view the registrar's reported date of expiration for this registration.

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The Registry database contains ONLY .COM, .NET, .EDU domains and
Registrars.

  REGISTRAR Tucows Domains Inc.

SERVERS

  SERVER com.whois-servers.net

  ARGS domain =schillmania.com

  PORT 43

  TYPE domain

DOMAIN

  NAME schillmania.com

  CHANGED 2017-04-05

  CREATED 2000-05-25

STATUS
ok https://icann.org/epp#ok

NSERVER

  NS1.DREAMHOST.COM 64.90.62.230

  NS2.DREAMHOST.COM 208.97.182.10

  NS3.DREAMHOST.COM 66.33.205.230

  REGISTERED yes

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