Blog: Notes

Notes on Elixir, Phoenix, LiveView

Install on Windows or Mac, because it requires things that pertain to those systems. I put it on a Windows10. (It can be done on Linux, but the things you have to install seemed like they might compromise Linux security so may as well do it on a Windows machine. I could be wrong about this.)


Install the Elixir exe file from the website. (It also comes with something called Erlang, which you can do coding in with Elixir, but I don't know if anyone uses it.)


Then open Command Prompt and install the 'Phoenix app generator' (change the version number to most recent) with:

mix archive.install hex phx_new 1.5.7

It will prompt you to also install 'hex.'

At this point you can make new Phoenix projects with:

mix projectname

You will have created a folder in your 'User' folder which has whatever 'projectname' you gave it. You can also now cd to that folder in Command Prompt with 'cd projectname'

However, you want to use a code editor for auto-predicting code text, because Command Prompt doesn't do this. I put in Visual Studio, which is what YouTubers were using. Go to their site and install. It's about 700mb I think. When it opens I pick 'dark mode' since YouTubers use that.


Install Git on the computer from the page. You need it to install LiveView from the github repository.

Now, in Visual Studio, open the folder projectname. Go to mix.exs and add the dependency for Phoenix Liveview. To do this, under the phoenix, 1.5.7 line add:

{phoenix_live_view, github: "phoenixframework/phoenix_live_view"};

then go to Command Prompt, where you are still cd'd to your project folder, and type:

mix do, deps.get, compile

However, at this step it might not compile because Erlang 21 has an issue on Windows, so you would have to downgrade to Erlang 20.


Alesis Samplepad Pro notes

Files must be:

16bit wav files, mono or stereo, 8-character titles


Blender Notes

  • Search menu: Fn+F3
  • Repeat: Shift-r
  • Select inverse: Ctrl-i
  • Bevel a vertix: ctrl-shift-b
  • knife cut throught object: k for knife mode then hold z and make cut
  • extrude along normals or individually: select faces and alt-e
  • select object behind object: alt-rightClick
  • select wider range: ctrl-+
  • checkered: select > deselect checkered
  • proportional editing (which drags selected range of vertices
  • isolate object (make others disappear): select and forwardSlash
  • zoom to see all stuff: View > Frame All
  • To select similar or on same plane: Select > Select Linked
  • Walk mode: View ‣ View Navigation ‣ Walk Navigation, or Shift-~
  • make complex shape into all quads: (On right side) Object Data Properties > Remesh > change voxel size > hit button
  • Explode all the faces (into their own objects): select > p > Separate by Loose Parts
  • l to select all linked to currently selected. You can also do it to select all with same material or Seam, using the options at bottom-right. Shift-l deselects linked
  • Convert image to texture: 'Texture to Normal Data'
  • position camera directly above something: select it and Shift-7
  • Duplicate: alt-d makes instances (edit one it affects all), shift-d makes new objects
  • Scale object uniformly: select object and then its child in the Scene Collection, and click and drag on the parameters
  • Smooth some faces and not others (decided by angle): Object Data Properties > Normals > check off Auto Smooth
  • Radial Symmetry for rims
  • Face vertices but as quads: Not face (Ngon) but instead Search > Grid Fill . But it doesnt seem to work with Poly Build random shapes, because you have to select two sets of vertices with each the same amount of vertices, and the two unselected sets of vertices also have to have the same amount
  • Bevel only boundry loops. Select the faces, which include the inner edges, then Select > Select Loops > Select Boundary Loop, then you can bevel it cleaner
  • Make a groove: Ctrl-r to loop cut, Ctrl-b to bevel the loop cut (making it into two), e and s , and drag the groove in.
  • Make trees: draw them with Poly Build, go to Modifyers and add a Skin, then select go in wireframe mode and select any vertix and Ctrl-a to resize it (thicken the branch).
  • Make Boolean invisilbe/live: Bool Tool
  • Snapping settings: Hold Ctrl while dragging a vertex and it'll snap based on increment. You can Snap to Vertex (basically snaps into closest vertex), to Edge,
  • Shrink/Flatten (Grow): alt-s
  • Bridge faces: w and Bridge Faces
  • Move all vertices to same level: select, s z 0
  • Rename object with F2
  • Selected stuff gets unselected with a wrong click: F9
  • Custom bevel profiles
  • Draw: Hand drawn tool
  • Set background color: Prefernces > Themes > 3D View > Gradient Colors > Gradient High/Off
  • Wiggle two points towards each other: Shift-w
  • Proportional editing for selected vertices: Highlight everything else and h to hide. Modify, then alt-h to show hidden
  • To work with curves another way: Ctrl-a > Curve > v > Vector. To join the last two vertices Ctrl or shift or alt -c
  • Turn faces all to outside: Shift-n (they're called 'normals')
  • Move the cursor: Shift-s, Cursor to Selected
  • Finish a hood: highlights edges, which are already subdivided, and extrudes them to center a couple times (48:00 on or just once, right to center, then select the center and closest and Bridge > Edge Loops
  • Select a whole line of vertices: Shift-Alt-Lclick
  • Slide: g moves, and g g slides
  • Snap when moving: g is grab, and hold down Ctrl it will snap
  • Make anvil neck: Proportional editing, highlight your vertices, s, but then Shift-z to say not to s the z axis.
  • Connect two vertices: f to make an edge
  • reset center point for mirror: in Edit mode, select what you want to be center (or two points and it will find the middle) and Shift-f > Cursor to selected. Then in Object mode click Object > Set Origin, and then apply the mirror
  • Re-assign shortcuts for grab, highlight, scale: 5:00 on
  • Frame Selected: Shift-f (re-hotkeyed from .)
  • Repeat: Shift-r
  • Change measurement units in Scene Properties > Units
  • Work with small objects: Ctrl-a then 3 to tell Blender that's the dimensions. Also, in View in the folding top-right section, set Clip Start to 1mm
  • To snap to grid, enable snapping (dead center on screen at top bar) and enable absolute grid alignment

If you want to inset uniform to original face(s), apply scale in Edit Mode (if it's in Object mode it'll inset differently). Ctrl-a to add scale, i to inset.

Make all vertices same height: s z 0