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I love sharing these sorts of mistakes.

from Sometimes It Works :: simonhamp.me [alt+shift+b] in programming

I love sharing these sorts of mistakes. Thankfully, I’ve only had a few gut-wrenching moments and they’ve all been largely recoverable. The worst panic situation I had was when my hosting provider decided that after a single failed payment (through no fault of my own) they would shut down AND delete our server without warning. Thankfully we had almost everything on staging. The key lessons to learn quickly are: MAKE BACKUPS! Seriously… MAKE BACKUPS! Make sure of your context before you do something dangerous— are you really working on staging? Never do anything in production! The old carpentry adage “measure twice, cut once” springs to mind… Don’t try to cut corners: faster != quicker. Just like in real life, avoid the SKODA! Try to use/create tools that ask you to confirm complex and potentially dangerous changes, i.e. to avoid the Single Keystroke of Destructive Action.
10th Oct 2017

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On AI doomerism

So what's going on? This is a reflection on this post (of the same title) that I thoroughly enjoyed, by Flavio Copes. "I am the genuine article, therefore I don't have to try. I just have to be. You, on the other hand, have to try any passing bandwagon, because what else have you got?" Life Isn't All Ha Ha Hee Hee It seems that a great many people are feeling the pinch of a tech job market squeeze that seems to have lasted for over 2 years now. A lot of folks seem to be quick to dump the blame for this squarely on "AI". And what can you expect when the tech CEOs are all doing their stupid dance, touting the latest fadtech as the breakthrough that justifies them laying off swathes of employees in short-sighted attempts to prop up shareholder value? A more self-destructive spiral I have not seen. But the truth is masked by this conclusion. I don't believe for one second—and I don't think a lot of other popcorn-crunching devs believe it either—that "AI" is remotely close to the claims being made by these flaccid excuses for billionaires. Something else is afoot. "First, there’s a lot of people, and I mean a LOT, that went into programming and didn’t have a genuine passion for the job. For them, it’s just a way to make money." Hard agree! I've seen some of these people. I don't believe it's a bad reason to get into any line of work, but in my experience, they have made for some of the worst developers. Not because of a lack of technical capability (I truly believe almost anyone can learn to program well), but the money motivator only takes you so far. Like any job worth doing, it is hard. The rewards come to those who continue to put in the effort. If you've based your decision to become a programmer on seeing someone else claiming success on social media, I can only tell you that you've been duped. The vast majority do not have this story. And even some of the ones that appear to, don't. "Very few jobs out there give those kind of perks: high pay and comfortable life." It's all relative. My personal experience with programming hasn't been "high pay... comfortable life". I've worked damn hard for a very long time. I still don't feel sufficiently compensated and I've just had my best year ever. And that as a freelancer! I've never seen programming (or really any possible career path) as "easy". Currently "AI" makes my life a bit easier, but nothing about using it in and out every day to build things convinces me that it's going to do away with my job. "To them, those people that care about the craft, AI is not a problem at all." I totally agree. ¶So what's going on? "post-COVID companies hired like crazy" "the end of the zero-interest rate period" "increased competition" from the potential of a globally shifted workforce "investor pressure" "AI" Look, there's not just one answer. That's clear. And these are just part of the picture. I have another theory: a huge factor at play here is that, for most of these businesses, their revenue is based on ads. Therefore, consumers (for the most part) are the driving force of a lot of the top tech companies' bottom lines. But the consumers are getting sick and tired of: Privacy violations. Crypto scams. Income disparity between the workers and the C-suite. Ads! Ads! Ads! everywhere, all of the time. The lies and manipulation of it all. Many of these tech companies haven't innovated anything meaningful in a long time. They're jumping on AI right now because they're all hoping they'll discover the next big breakthrough and unlock megabucks. And in the meantime they prop themselves up by touting eye-watering sales figures (and net losses) of their next "always-on, internet connected, touchscreen, AI-powered, super agent whosawidget." Or their "giant, face-hugging, reality-distortion spectacles that no person in their right mind would be caught dead wearing in public" But are any of these "advances" really moving the needle on solving the bigger problems we're facing as a species? No. So the ads and PR BS isn't working as well as it used. If your business model is to be a big promotional platform that relies on real human beings to view the content that your advertisers want to promote, then you have to bring real value. And if you're the advertiser whose whole business model depends on crazy ad spend to penetrate into and reach your target market of what you hope are real people, then you need a lot of cheap money to get there. It's a poisoned lake. These big fish have done it to themselves. Sure, they're big, so they'll survive for a while, but it's still terminal. The good news is that, in their wake will come true innovators. I expect the next few years to be something of the beginnings of a rebirth period in this constant boom-bust circus. And I genuinely believe that "AI" will enable a lot of that. It is already enabling small teams to move faster whilst staying lean. In time, these little fish will grow and once again find opportunity in hiring fresh talent. Get in with those companies now while they're still small by seeking them out and starting a conversation. It might not be a job right away, but it's building the relationship. "You have to have a network... Local meetups, and local conferences... Go a few days before... hang out before the conference... Go to the after parties. That’s where you actually meet and get to know people." This is the way. You know, I've never once applied to FAANG. I've never felt worthy. In most cases, I don't meet the requirements as I don't have a degree. And honestly, the companies and their leaders do not align with my values at all, so I'm extremely disinclined to apply. But imagine if someone like me, a "self-taught" nobody dev, with no recognisable education, only having a connection or two, skips the queue ahead of you and lands a job at the next great innovative tech company. All for the sake of saying hello and getting to know people. This is why, especially in the age of "AI", cultivating genuine relationships with real people is so important. Work on silly side projects (if you have the capacity). Read! Share what you're working on. Share what you enjoy. Retweet. Reply. Write about it—in the abstract if you have to. Make videos. Do a podcast. Go meet new people, in and out of your field. Don't do it for the algorithm, or the likes and subscribes. Do it for the genuine relationships. Because in a world of fakes and forgeries, the genuine article sticks out like a sore thumb!

20th Jan 2025 • 32 votes
2024: Just the Start

2024 has overall been a great year for me personally. I believe it represents a turning point. 2023 was tough, but 2024 went some way to redressing the balance and I am even more positive about 2025 because of it. Here are a few highlights: We went to Japan! My first time in Asia. The best trip I've been on so far. I managed to get NativePHP support for Windows released, amongst many other improvements. It's almost ready for production usage. With over 1,000 devs in the Discord, $1,000/month in sponsorships and tons of contributors helping, it really feels like it's flying. I started building ReelFlow with an old acquaintance and his business partner, and it's got some very promising signs of growth. I went to Laracon US in Dallas and it was epic! Laradir became Laradevs, blew past 4,000 registered developer profiles and has some awesome features on the way. I was interviewed by Eric from Laravel News. I started four (yes, four(!)) podcasts. I finally fixed my website so I could start publishing to it again. And to top it all off, I got invited to speak at Laracon EU 2025, which is coming up in February. But it wasn't without its challenges! Up to about March/April, I had almost zero income. I was in a rut with NativePHP because I was so stressed about finding paid work. It was really frustrating to have all these goals and intentions for NativePHP (and of course a backlog of PRs and issues to get through!) but not really having the time to focus on it. I managed to pick some up when we returned from Japan, but it wasn't quite enough, and then all of a sudden I had too much. Committing to open source in your spare time is hard at the best of times, but especially so when you've got more than a full plate of full-time client work and you're trying grow a SaaS (Laradevs) on the side... I can tell you now, I have (and still continue) to make poor decisions about the best use of my time, for which I can only say that I'm very grateful to and for my long-suffering wife. Bu, I'm sorry that I've not spent enough time with you. Honestly, I feel like I've been teetering on the edge of burnout. So I decided that I needed to drop one client and that freed up my time. Thankfully, we managed to get away for a week later in the year. It was just to Tenerife, our neighbouring island, and we went up into the hills, so despite being the tail end of summer (when you'd expect great weather and warm temperatures), we were cold and damp in amongst the clouds. But it was just what I needed. We chilled out, cooked food, sampled the local shops, bars and restaurants, spent good time with great friends and just really relaxed. What's more, I felt like I truly disconnected for once (even though my wife might disagree!) So I'm determined to do more of that in 2025. Saying that, January is going to be tough! I've got a talk to finish so that I can go on stage in front of the biggest audience I've ever spoken in front of, to talk about something that I feel like I have almost zero knowledge about. A lot of the past couple of years - of basically being forced to go back into freelancing during the height of a hiring crisis - has felt like when I tried to start a business back in 2008/9, at the peak of the recession: hard work and I'm way out of my depth. Although many things have changed over those years, the one factor that's really stood out as being different is me. I can see clearly how I've grown in so many ways. I feel like I'm doing some of the best work of my career and I'm enjoying it a lot. The other thing I've learned is that I want to go all-in on NativePHP. In my opinion, the potential for this tech is huge. I'm not under any illusion that this is going to happen quickly. So one of my goals for 2025 is to build up one of those side projects enough to give me more time to spend on NativePHP, a stepping stone on my way to making it my full-time focus. It might be Laradevs, it might be something else. I don't know for sure yet, but I'm putting my chips on a few numbers. Besides that, I'm looking forward to visiting Amsterdam for the first time. I'm cautiously optimistic about my talk (though I'm starting to get very nervous) and I'm hoping to be able to attend Laracon US again. I've also got a couple more personal challenge goals. I'm 40 in 2025, so: I want to get my body into shape - I have a little excess weight to lose and while I'm probably the fittest I've been since the pandemic, I am still not fit enough. I want to build 40 apps with NativePHP! I want to meet (virtually or IRL) 1,000 Laravel developers I've not met before. 2024 has been a year of finding clarity and focus. 2025 will be the year of doubling down and building bigger. I hope you've had an opportunity to reflect and find some positives about 2024. I know it has been especially hard for many of you. I also hope that you can find a way to look into 2025 with enthusiasm and energy. I'd love to hear more about your ups and downs and what you're excited about for 2025, so please feel free to reach out to me

31st Dec 2024 • 36 votes
Slow Tech is Good Tech

Avoid the shiny Avoid comparison Some examples Laravel Build tools Typescript and JS frameworks The Web Platform What I keep up with This morning, I watched a video advertising a course aimed at developers. One of the first sentiments proclaimed is that of feeling left behind, that tech is moving too fast to keep up. I think we're probably one of only a few industries globally that have this problem. I don't see baristas learning how to use every kind of coffee machine, or carpenters buying and using all the different types of wood saw. I don't see how they could. I'm sure those industries don't move anywhere near as fast as tech, so it may be a bit of an unfair comparison, but that has led me to a really interesting axiom: After 20 years in tech, I've learned that slow tech is good tech. I'm happier when I'm not trying to be on the bleeding edge. ¶Avoid the shiny I realised over time that I have been quite a lot more dismissive of "the new shiny" than a lot of other devs. In the back of my mind I was always kinda worried that I was being left behind because I wasn't learning X or getting experience with Y. But I've learned over the years that it truly doesn't matter. Why? Most importantly: users won't notice. Second: many companies don't have the capacity or desire to be on the bleeding edge. Finally: my brain still works, I can learn new things any time, when I really need to. And I learn faster now anyway. ¶Avoid comparison It's led me to believe that "falling behind" is a made-up concept designed to sell you stuff you probably don't need. 🌶️ Or maybe it's just human nature, similar to "keeping up with the Jones's". We're competitive, we compare ourselves to others very quickly. It's a bad habit though. I'm here to tell you that it's not just ok to fall (a little bit) behind, it can even be A Good Thing™. I've been falling behind for my entire career. 😂 I'm probably more behind now than I've ever been. But I'm also doing better now - in many ways - than I ever have. ¶Some examples ¶Laravel I didn't use Laravel until a couple years after its first release. When I picked up v4.2 it was using Composer and had started the transition to Symfony components. It had DI and all sorts of other goodies that earlier versions lacked. ¶Build tools I never used Bower/Gulp/Grunt/Yarn; I settled on NPM after the war was over. I haven't switched to Bun (and probably won't). I barely touched Webpack thanks to Laravel Mix. I use Vite, but also hardly use it directly, thanks to Laravel's first-party Vite plugin. I waited so long on all of this stuff that when I actually needed it, the choices were easy. Sure, I wasn't there at the front lines; I didn't invent React. I didn't build Vite. I didn't write the Laravel plugin. But then, I didn't need to, I wasn't building the frontend to the biggest online social network ever or a toolchain for other developers. ¶Typescript and JS frameworks I looked at Typescript once. You can just write plain JavaScript and get the same results. I slept on Coffeescript, Backbone, Angular, React, Vue, Svelte etc. Though I've used some of them briefly during my time, I never went deep on any of them. I stuck with jQuery for a long time because it worked and I knew how to build things rapidly with it. Importantly, I know the value of these other tools and when to use them. That hasn't stopped me being able to work on teams that use them heavily. But I've learned that it probably won't need to be me that's the person who's working day-in, day-out with them. And I'm ok with that. I use Alpine and Livewire now, as they were built to work with the tools I know and love using, each with a small footprint and easy to learn. They're more than enough for my needs—and many of my clients! And you know what? Some of my clients still use jQuery. 🤷‍♂️ ¶The Web Platform I love seeing the latest features in HTML, CSS & JS. I'll play with them, but very rarely deploy them. It usually takes some time before new features are available on ALL browsers and devices. And even then, billions of potential users are still running older versions. Yes, it still tickles my curiosity learning new things. It's intellectually satisfying. And, yes, proficiency in multiple tools can make you a more valuable asset. 💰 I'm not saying "you should not...", I'm just saying "you don't need to". ¶What I keep up with The only things that have been really important for me to stay up to date on are the core technologies I use: PHP & Laravel. I make it a point to keep my apps up to date with close to the latest releases - mainly for security and performance reasons, but also so I can use the latest and greatest features. 😛 But I rarely upgrade apps in production to the very latest versions as soon as they're available... I always leave it a few weeks. In that way, my work is not dictated by someone else's release schedule! That's not to say I don't keep abreast of what's coming in future releases of those tools; they're core to the service I provide and the tools I build, so I would be remiss not to. Being aware of what's coming is the priority there. But I don't have to have hands-on experience with everything. Testing early ("beta") releases against existing code is a useful exercise from time to time, but not always required. So basically I only need to regularly monitor two technologies. Easily done with a reasonably well-curated Twitter or a couple of RSS feeds. Sure, I keep my finger on the pulse of all the other tech I use, glancing occasionally out the corner of my eye and paying attention when the sources I am more focused on mention them But by keeping it simple, I can focus on delivering the most value rather than spinning my wheels on all of the superfluous things adjacent to the. Everything else can wait. Don't try to learn and keep up to date with everything; pick your battles!

29th May 2024 • 45 votes
Why You (Probably) Shouldn't Start With an SPA

Some history, some context When does an SPA make sense? So, why are SPAs bad again? Your front-end and back-end get decoupled! It may hurt customisability Performance will suffer So what's the alternative? I came across this interesting article by @gregnavis the other day. I guess it's from a few years ago now, judging by some of the other posts on his blog. But it still holds up. It's maybe even more relevant now. The article is entitled The Architecture No One Needs and it makes a simple and clear case, arguing that SPA's are more expensive than a standard multi-page app (which may or may not be a monolith). I'm going to use SPA throughout this post to mean the whole umbrella of ways you might be building a front-end application that is not server-side rendered. I think this is in line with Greg's intent too. I don't want to split hairs over whether a particular framework can be used to build front-end apps that aren't strictly SPAs. Since I read it, I haven't stopped thinking about this article. I found myself agreeing with all of Greg's stated points and it made me realise I actually have a strong opinion about this topic. I believe Greg is right, and as time rolls on I think I'm becoming more bullish in my stance on SPAs too. ¶Some history, some context My foray into the dirty, hubbub streets of front-end frameworks came about because of Laravel Nova and Statamic. They both use Vue, so I learned Vue. Of course, I looked around. But React made me retch. Angular almost made me want to buy a katana just to perform seppuku. (Of course I'm being hyperbolic.) I hear things about all of these and more thanks to Twitter. I can say some of it is good, but most of it continues to push me away. I stuck with Vue. I actually like Vue a lot, even if v3 has caused a bit of headache—it's actually better for it in my opinion and yes I do like the composition API. Overall though, I'm definitely heading more towards preferring not to have to build my front-end using node/deno/bun or whatever tool becomes popular today. That said, you just try and pry Tailwind from my frigid, rigid fingers! I'm quite firmly in the Livewire camp now. In another life, I may even like HTMX? I've built a few SPAs, but I can probably count them on one hand. But not only will I probably not build another one, I think you shouldn't either. I'm strongly encouraging my clients not to. I do think SPAs have a place, but it is almost certainly not in your project. Yes, I know this argument has been made before and probably far more eloquently than I'm going to, but you know I just felt like I needed to get this out of my head in my own way. ¶When does an SPA make sense? Let's get this out of the way first before I dunk on SPAs some more. They do have a place: I believe that the main advantage of an SPA is/was/has always been the decoupling of the front-end from the back-end. As time goes on and engineers specialise in areas that interest them the most, roles become more well-defined. This is why we have 'front-end' and 'back-end' and 'full stack' engineers. Although there is principally a lot of overlap (this is all programming at the end of the day and many concepts are similar), the domain—the environment that the engineer is most familiar with—is what determines their preference. Some engineers will prefer back-end because they don't want to think about or deal with a certain class of bugs or issues that arise from the rapidly-evolving world of front-end development. They may be uncomfortable using 3 or 4 different languages at the same time to get their work done, or they groan as soon as there's another major version of some framework which is going to require a load of refactoring that doesn't add immediate value to your product. Consider: every user of your app could be using a different version of a particular browser, which uses one kind of rendering engine, and a specific level of conformity to various web standards e.g. ECMAScript (the official standard that underpins what most of us think of as JavaScript) or CSS. Keeping on top of these variations and differences across desktop and mobile is enough to make anyone's head spin. And other engineers will prefer the front-end for its stateful nature, or because they're more comfortable with JavaScript/TypeScript, they grok CSS, and they love the intersection of code and design. Or maybe they just dislike dealing with databases, concurrency, queues, messaging and APIs a lot more than they dislike wild browser evolution. In any case, whatever size your team is, there will be these preferences. For example, I consider myself a full-stack developer, but honestly I like to avoid front-end work as much as possible, so will generally take the easy route there. Developing an SPA could allow you/your business to split the work of front-end and back-end into separate teams, which may help each team focus so they can do what they do best and be the happiest they can be. Which is the most important metric that will make an appreciable difference to your bottom-line long term. Being intentional about this will see you hit Conway's Law head-on and potentially tackle that beast in the best way, as long as you build up the necessary lines of communication. It also allows you to scale the two parts of the system separately—both in terms of team scaling and resource scaling—which, if you ever need that flexibility, could end up saving you from a certain group of headaches. And I'm gonna be honest, building distributed systems like this is a cool problem to solve and will be a point of growth for many of your engineers. ¶So, why are SPAs bad again? Yeh, so far this all sounds great, right? Well, just letting ol' Conway right into your living room isn't exactly the best idea. Aside of all the points that Greg makes in his article (if you haven't read it yet, go read it), I want to present three extra reasons why I think an SPA is a bad idea. ¶Your front-end and back-end get decoupled! Your back-end and front-end are always coupled. So trying to split them in anything but the most extreme circumstances is an exercise in futility. I think this is probably the worst part of this whole story. If your back-end team want to move in one direction, they've got to align with the front-end team. If timings and priorities don't work out, it's going to force someone to either put a hold on some work that really needs sorting out or do some grunt work just to patch over a hole that's about to appear. This is communication overhead. It adds risk. It adds complexity. It adds meetings into engineers' calendars. It adds friction, and stress, and distraction. It flies in the face of that number one principle: let your teams focus and be happy. This literally costs you money one way or another, cost that you could avoid. Deployments get unavoidably riskier in ways that are super difficult to test because testing distributed systems is really hard. Again, this might all be fine, in the most extreme cases, where you need the decoupling. Then this extra expense, and complexity, and churn-causing evil, is just a necessary evil that you have to learn to swallow and live with. But I've got x engineers, y1 are front-end, y2 are back-end. What do I do? I would strongly recommend that one of your engineering groups need to roll up their sleeves and get on learning the other group's code, tooling and responsibilities. This will have multiple benefits: career progression and learning opportunities, increased bus factor, fewer meetings and more collaboration. Sure there will be challenges too, but they won't be as big or as painful as the other challenges you'd face with an SPA. ¶It may hurt customisability As I mentioned earlier, the reason I got into Vue at all was because other tech I was using required me to. In both Statamic and Laravel Nova, the choice of Vue—well, not specifically Vue, but rather a reactive front-end framework—made sense because at the time it really was the best way to build flexible, reactive front-ends. And both of those tools needed that power and have become fantastic tools because of it. But there is one pain point that it's created that's quite hard to escape: the customisation story for each of these is harder because of it. How so? Basically, because each tool needs to build the assets to ship their product. And once they're built it's hard for third-parties to build on what's already there. How is it harder? Let's say I'm creating a Statamic add-on that allows CMS owners to post to social media from their control panel. As Statamic uses Vue and already has a bunch of components I can leverage, I am going to use some of them. But I'm also going to add some of my own functionality that doesn't already exist within Statamic. Now what happens? Well I build the Javascript... but wait. I can't change the bundled JS that's part of Statamic core. I have to build my own JS and load it at the right time, something I'm not in control of. Thankfully the Statamic team (building on tooling from the Vue & JS community) have worked hard to make this relatively easy, but my tool choice is now limited by what they support - if they're using Vue 2, I have to use Vue 2; if I don't like Vite or Webpack, tough luck. And on top of that, the builds have to happen at the client's end, which means we're now offloading some of the responsibility of making this whole thing work to people who don't need or want to know anything about this stuff. They just want to install your thing and get on with their jobs and lives. Why is this such a pain though? It used to be (in other platforms) that I could just load some extra JS file into the admin interface and do what I want. Honestly, we probably should never have been doing that either. Hands up, how many of you have seen a WordPress installation that tries to load 2 or more different versions of jQuery? 🙋🏼‍♂️ So these build tools go some way to alleviating some problems, but in the process have introduced so many layers of protection and abstraction that it presents a brain-melting, Japanese puzzle box to unlock. And all this JavaScript flying around is really unsafe, because JavaScript is completely malleable on the client side. That's meant library creators have had to go to some unusual lengths to protect the state of the application and encapsulate the code in attempts to make it safer and more portable. I won't pretend to understand all of the requirements, pre-requisites and implications for why built JavaScript assets are packaged up in a complex soup of function calls and obfuscated code, but suffice to say this makes building on top of pre-existing code that much harder. The web standards track is working to make this easier: we have Web Components and module starting to come through which should alleviate some of this. But if you're not building with those standard in play—I understand, it might not be possible because of browser support etc—and you want to expose your user's to third-party plugins/add-ons, then you've got to figure out how to make it easy for other developers. Some of that's going to require the specific implementation, the other part is going to be documentation. No matter how you cut it, it's going to be harder to get right than if you had server-side rendered views that you allow your third-party developers to load at runtime. ¶Performance will suffer This isn't really an extra reason as Greg did touch on this a little already, but I wanted to go harder on performance. You should never choose to build an SPA because of some supposed performance benefit. That is the wrong hill to try and defend for many reasons, but primarily because you've got the whole of the web stack—on horses, with bazookas—nipping at your heels. Sure, it may take a little while for web standards to get ratified and then rolled out, but the reality is that it's only a matter of time. We now have wide browser support for QUIC / HTTP/3 (which brings faster downloads and reduced server load) and things like 103 Early Hints response headers (which let us tell browsers what they should prioritise pre-loading), making the standard, non-SPA web even more performant. (And yes, some of this benefits SPAs too!) Sure, you can argue some of this advancement may have been driven by SPAs and their apparent benefits. But there's some inevitability to all of this (both the appearance of SPAs and the advancement of HTTP) which makes the whole argument moot in my opinion. As adoption and overall performance of the web platform increases, SPAs will even start to feel slow in comparison. Some feel slow already! That's because so much of the heavy lifting is left to the userland threads of the in-browser JavaScript engine instead of the lower-level compiled languages, the ones used to build the core browser engine itself (C++, Rust, Swift etc). That translates to a poorer experience in your app, and a penalty for your users. While it's not impossible for JavaScript to be as fast or faster than the actual browser it's running in, it's just such a long way for it to get there it's a no-brainer at this stage to let the browser do what the browser does best instead of trying to replicate all of that in JS. So don't! Use JavaScript the way it was intended: as a sugar-coating to enhance the pages, not to build entire pages. I mean, you wouldn't eat a donut made entirely out of sugar, would you? Again, in the extreme cases, maybe you would. Maybe for this donut-sized/-shaped sugar torus, you have an appropriately-sized dough-only counterpart, both of which you consume in close proximity... I donut-know where this analogy is going. ¶So what's the alternative? You, dear reader, are not in the most extreme case. Probably not even close! And you may never be. So, if you haven't started building an SPA, don't! Keep your code together in a single application where the front-end is rendered by the back-end, and then you can test and deploy it as a single unit. And yes, you can even do that without Docker 😱 Create it as a fully server-rendered, multi-page application with page reloads and everything. Go on! I double dare you. If you really want/need the reactivity, try something like Livewire, Hotwire or HTMX. You can do this all the way up to many millions of users per day and it will be fine, which you are a long way from. Trust me, your front-end will never meaningfully need to move faster than your back-end, and vice-versa. If you're already running an SPA and are contemplating bringing the two parts of the donut back together, do it! Bite your lip, close your eyes, and just do it. Relevant

1st Feb 2024 • 29 votes
2023: The Rollercoaster

Job hunting Freelancing Side Projects NativePHP Spred Veliance & Laradir Streaming Personal Things This year has been quite a ride! 🎢 It's felt like the first real year since 2020 that things have been somewhat "normal". However, looking back, it's been anything but normal. ¶Job hunting Although I finished my job at Elvie back at the beginning of November 2022, I allowed myself a couple of months off before fully getting into recruitment mode. I did a lot of interviews and general job-hunting busy-work at the beginning of 2023. For all my efforts, I had only one job offer come out of it, despite getting to final stage interviews on quite a few exciting roles. Sadly that offer would have forced us to move back to the UK, which wasn't something I was ready to do. We will move back at some point, but I had hoped to make more of a 'success' of living in another country and not throw in the towel at the first sign of rocky terrain. However, after pouring so much time and energy into job-hunting and really feeling like I wasn't getting anywhere (and steadily coming to the end of our savings), it was time to look for other sources of income. This meant switching from the comfort of a regular salary to freelancing... ¶Freelancing Freelancing work picked up and was going well for most of the summer. I was able to go to Laracon US (although the journey there was an experience) and enjoy a few days of nerding out with a bunch of old and new friends in the Laravel community, which was awesome. I went straight from there to Sicily for a holiday with my wife and some friends. Although we had more travel troubles thanks to the ridiculous Mediterranean heatwave that occurred, and we were at one point legitimately concerned about our well-being due to wildfires, it was a welcome break. But despite paying well, freelancing isn't my dream. I've spent too long in my career doing this kind of work, and when I joined Elvie back in 2017 it was a dream-come-true to move away from endless projects and to focus on refining systems over the long-haul. I have always enjoyed a few aspects of working with clients: learning their business and their problems, solving new and interesting challenges, and meeting new people. But I find the lack of control or influence frustrating. Moving back to freelancing, I feel like I've let go of my dream and hastily picked up client work again... something I'd wanted to escape for so long. However, it has allowed me to work with some incredible teams. Most notably I've enjoyed working with Spruce, Manual and more recently Tighten. One good thing from freelancing is that it has afforded me some extra freedom, allowing me to explore some of my side projects. ¶Side Projects Aside of the hundreds of hours I spent interviewing, sucking at Rocket League and not really getting any better at guitar, my time out of work also gave me the headspace to think about some side projects that I'd wanted to explore for a while. ¶NativePHP One idea was to create completely distributable Laravel apps by bundling PHP within Tauri. After a bit of banging my head against the wall, I finally nailed it, thanks largely to the static-php-cli package, which seemed to have gone somewhat unnoticed and in need of a lot of love. But Jerry, the maintainer, was super helpful and back in March I was able to get a statically-compiled version of PHP up and running with enough of the needed extensions baked-in to run a Laravel app. Then I tweeted about it and things went a little crazy. Marcel Pociot from BeyondCode reached out to me and NativePHP was born. (Although I wasn't involved with its development, Laravel Herd also came out of this and I was using it for about a month before it was released at Laracon US) We launched NativePHP publicly at Laracon US—Marcel changed the topic of his talk specifically to focus on NativePHP, which was super cool. He repeated the talk at Laracon AU. The interest in NativePHP has blown me away honestly, but it's also been somewhat frustrating. While I'd love to focus all my attention on it, I can't because I have a family and we need to eat etc. This has really brought the stark reality of open source home for me, where hundreds and thousands of people want something, but only a tiny, tiny proportion of them are prepared to put their money towards it. I get that it's a bit of a Catch-22 situation: if it's not production-ready, it's hard to justify contributing towards it because you likely can't make any money from it yet. Unfortunately, that has meant it's had to take a back seat while I go and do paid work or build up other projects that can generate some income for me. ¶Spred Another idea I'd be knocking around for a while was a payment solution that did away with using debit/credit cards altogether. My previous boss and mentor got me onto the idea and I was keen to explore it. Spred came out of that and it's been a bit of a vehicle for me to explore building something in public. While the idea is solid, I haven't yet figured out why it doesn't have wide appeal. Fee-free payments seems like a huge deal, but I'm struggling to find businesses that are prepared to try it out. I've only had a handful of payments run through the service so far. ¶Veliance & Laradir I started Veliance because I was freelancing and wanted to build up a directory of other Laravel freelancers. Having gone from being part of a team of people that I thoroughly enjoyed working with to suddenly being 'on my own' was a little daunting. Having some like-minded individuals that I could tap into felt appropriate. It wasn't an app, it was just a Notion page hooked up with a Typeform or two. A lot of it was manual and I didn't expect it to explode or anything—we're talking about a niche within a niche here—so the workload was never going to be intense. While I was spreading the message about Veliance, someone pointed out Laradir. It looked like they'd had a similar idea and had already started to build out an app. I reached out to them to see if we could collab... 🦗 🏏 I watched the site over the months—the number of registered user accounts kept climbing steadily and I thought they must be onto something. They had an 'open metrics' page, so I was able to see the signups going up, but revenue wasn't really moving (maybe the cron job broke?) And then, out of the blue, they got back to me. We chatted and I learned that the team behind it had kind of moved onto other things and didn't have the budget to carry it further. The opportunity to acquire the site came up and so I made an offer. And they accepted! This is the first time I've acquired a website or app. I couldn't be happier with how this went and I'm excited to do it again. It all went super smoothly and now I'm running Laradir. And I'm super excited to keep on developing that platform to help even more Laravel developers find work. Where Veliance was focused solely on Laravel freelancers, Laradir is for all Laravel engineers. I only managed to get about 70 devs signed up to Veliance, but Laradir already had over 700 when I acquired it. Since then it's grown to almost 2,000 (1,988 as of today)! These aren't huge numbers, but it's a start. I think there are plenty more to come. If you haven't joined yet, please do! ¶Streaming Something I've been wanting to do for a while is live-stream programming. I wasn't able to do it at Elvie because it just wasn't ever going to be that kind of org. But now that I'm a free agent, I wanted to give it a meaningful shot. I'm not a showman. I just enjoy writing code. I'd love it if it helps someone, but honestly, I largely expect that someone to only be me. That said, I had a few goals: Create some accountability to help me focus and get things done. Do it regularly and meaningfully, even if no one is watching. Keep the overall commitment low. See if it's something I enjoy doing. I think it's passed on all counts: It has given me a reason to build different side projects in public, which is nerve-wracking and exciting. I've limited it to just Fridays for now. And I find that around 2 hours is enough time. But I'm trying to keep it a regular slot every week. I haven't gone out and bought any new gear to do it—I use my iPhone camera (Continuity Camera) and I bought a Røde lavalier. I haven't decked out my office or installed soundproofing or bought an expensive mic. And I am really enjoying it! It's honestly quite tiring, but it's worth it. I think every stream I've done has been better the previous one, both in my comfort level doing the stream but also in what I'm able to work on and the progress we make together. And somehow I've got 127 subscribers on my channel, which I honestly never believed would happen! Thanks to everyone who's been on the show, said hi and subscribed. I really appreciate your support 💜 ¶Personal Things I'm proud of many of the things I've done this year. But it's also been quite hard. That takes a toll. I've felt quite tired and frustrated by a lot of things—more than normal. I consider myself to be quite patient, but I feel like that's wearing thinner... I'm becoming a bit of a 'grumpy old man' and honestly I have to have a strong word with myself every now and then. I am extremely fortunate all things considered: I have a beautiful and caring wife, a sometimes-obedient pup, and a modest set of relative luxuries... a nice home, a car, eating out, the occasional holiday etc. My wife has worked insanely hard on her business too. It's been a really tough year for her. And even in the last couple of months, we've had some pretty big ups followed by some equally low downs. All this combined has had us talking more and more seriously about a move back to London. Although life after the pandemic (is it ever really over?) seems to be returning to something like what it was prior, there's still quite a deep unsettling feeling that I don't think I've had before. I feel like I used to have a pretty good idea of what the next year would bring, but I honestly have no clue for 2024. I do feel a bit more positive about the year ahead than I did at this time last year, but the levels of uncertainty are still quite high. The best I can do is stake a claim on trying to achieve a few goals: Drastically improve my Spanish! Grow Laradir so that it becomes self-sustaining. Launch Spred so that anyone can sign up and start using it. Continue streaming and enjoying it. Get NativePHP out of alpha and into production—especially the Tauri driver. A stretch goal might be that all of the above do enough to financially support us that I can scale back freelancing. For sure there will be some unexpected curveballs to throw some of this off track. Hopefully they're good surprises and not bad surprises 🤷🏻‍♂️

29th Dec 2023 • 18 votes

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Writing a Demoscene Intro for the ZX Spectrum

Download Now View on pouet.net Intro In the late 80s, I spent an embarrassing number of hours hunched over my ZX Spectrum, typing in Sinclair BASIC programs and rudimentary assembler routines copied from magazines, trying to re-create the Amiga crack intros I’d seen round at a friend’s house. Obviously, they never came even slightly close - but now, many decades later, I’ve finally managed it! I’m now the proud author of a hand-rolled retro demoscene intro that runs on a stock 128Kb Spectrum. It features all those late 80s tropes: A smooth scrolltext (with ‘leet custom fonts!), a three-channel AY soundtrack, bouncing VU meters and the essential parallax starfield. It’s currently 10287 bytes of code, or 19552 bytes as a complete tape image - which, given I’ve been working on this since December 13th last year, means my average rate of code-production is a paltry ~ 455 bytes per week! This blog post is a technical overview of how I got there, some cool tricks I picked up, and everything I had to learn (and re-learn) about the Speccy and Z80 assembly along the way. It simultaneously rates as one of my favourite side-projects ever, and also the one that most often nearly triggered a foot put through my monitor in frustration. I’ll reflect on all that at the end, but for now if you just want to see the finished product, the download button is at the top of the article and the included .tap cassette tape image should load into any emulator. There’s also a YouTube capture, links to the production on pouet.net, and you can run it from within a web browser by visiting my TNFS site portal - check option 4 for recent uploads. Be Kind, Rewind But let’s skip back briefly to the late 80s. Coming from the world of an 8-bit, cassette tape loading computer, seeing an Amiga for the first time was like encountering something from outer space. Like everyone who saw one back in the day, I was blown away by the amazing graphics and sound on display, not to mention the library of ground-breaking games. But I found myself even more captivated by the mysterious (and totally badass) “intros” displayed at the beginning of pirated games. Created by the software piracy groups that had cracked the copy protection and distributed the floppy-disk based games, they were mini works of art in their own right - music, graphics and usually some cool-looking effect to show off the group’s prowess. There’s a great collection of these intros (or “cracktros”) archived on YouTube. Watch a few of those videos and you’ll quickly notice the “design” tropes that almost every cracktro shares: a cool, edgy logo at the top of the screen (bonus points if it’s dripping blood or in any way “metal”), some boastful text displayed on top of an effect of some sort - usually a scrolling parallax starfield, or rotating 3d object - and a further scroll-text full of shout outs, greetings to fellow pseudonymous crackers and adverts for illegal BBS systems galore. Needless to say, to a kid in the 80s/early 90s this was possibly the coolest thing ever. I thought this one was the absolute bomb when I first saw it. Sine-scroller, pirate BBS adverts, cool logo with a sword - and of course, a starfield. There’s something for everyone here. The music from this is burned into my brain. I think pretty much everyone of my classmates knew this intro given the popularity of Lemmings in the early 90s. Skid Row as a group are still active to this day and this is probably the quintessential Amiga cracktro of the period. Endless Piracy. Edgy. Another cool logo, sine-wave scroller, starfield and boasting text. The classics never go out of style. Another great combination of all the essential ingredients. Cool logo, even cooler text font, scrolling starfield and a scroll-text running along the bottom. Vintage stuff. Logo. Text. Scroller. But no starfield - otherwise a solid effort from Anthrox here :) The demoscene grew out of these intros. The cracking eventually faded into the background, and coders, “graphicians” and musicians all contributed to feature-length productions that showcased their abilities, competed with other groups and pushed the machine to its limits. In amazing feats of ingenuity and pure “code as an art form”, the scene lives on today, with groups producing breathtaking productions like this and this - bear in mind, both of those are running on a 7Mhz home computer equipped with a floppy disk, 1Mb of memory and a sound chip from 1985. But much as I admire the sheer skill and dedication that takes, it’s the early “single screen” scrolly-text-and-starfield cracktros I’ve always found captivating. They took on a sort of mystical quality for me, hinting at a scene and a culture I could only ever experience from the outside - which is exactly why I spent all those hours in Sinclair BASIC, trying in vain to re-create them, and dreaming of the day I’d eventually have an Amiga of my own. The Jump Back I eventually did trade up to a range of Amiga systems, joined a few “scene” groups myself and threw myself into a variety of activities until exams and the end of my teenage years beckoned. I dabbled with Z80 code back then, and at one point knew enough 68k assembly to bluff my way through - partly from the Amiga’s heyday, partly from a few “embedded systems” modules at University where I had to program a set of traffic lights or lift-controllers. Given there’s not much call for that sort of thing at my $DAYJOB, though, it had all pretty much faded from my memory. I have kept working on a bunch of projects in my spare time, and one of my favourites is my TNFS site - sort of an old-school BBS system or interactive “website” for the Spectrum, which grew out of a fun experiment to see how far I could push Sinclair BASIC. It relies on a modern network card fitted to the Spectrum, which is how I came to be chatting to “Desertkun”, another TNFS-protocol enthusiast. He’s now producing a great new WiFi network card for the Speccy, and was kind enough to send me a few of the prototypes to test out for him. I was massively inspired by his hardware and low-level coding chops, and during one of our video calls where we’d been comparing our development setups, he asked why I didn’t write any Z80 assembly myself. A throw-away comment, but the challenge was set! Now, I couldn’t face re-writing the whole site in asm, but I figured I could produce a self-contained intro to promote it in the style of the early “BBStros”, and finally be one of the cool kids with a scene production of my own :) I mean, how hard could it be ? (ooooh - foreshadowing!) Dev Environment My development environment through this was pretty straightforward, and is the same stack I use for developing my TNFS site. I just used a Makefile-driven build system which ran my code through the Pasmo assembler, my fork of zmakebas to build BASIC files, and the FUSE emulator for testing. For final testing on the real hardware, I uploaded my .tap files to my local TNFS server where I could run them on my +3. A few additional tools I have to call out because they ended up making a big difference - one is the amazing web-based “asm-editor” I discovered while looking up Z80 instructions. Not only does this site have a great reference of all the Z80 instructions, but it also has an editor where you can run example code and see how the memory and/or various registers change state. Take for example, the djnz instruction - you can build it and step through the example loop construct one instruction at a time. Or try my example of an add instruction in the screenshot to see how the carry flag works when a bit gets shifted out of a register. Although it uses a slightly different syntax to Pasmo (so I couldn’t drop my code directly in it), it massively helped when manually stepping through things. And lastly, probably the most significant debugging tools I used on this project - a notepad and pen, and my two dogs (say “Hi!” to Biscuit & Pebble…) I’ll write some more about this in the wrap-up, but this really was a highly unusual project for me, coming from decades of much higher-level languages and constructs. Most of my z80 code I only ever really understood after drawing out the bytes and bitmasks, keeping a table of register flags and drawing chunks of screen memory out by hand. And I found my evening walks with the two dogs provided ideal rubber duck exercises, although I’m not sure what they both made of my protracted mutterings about the hl register pair. Either way, debugging-by-dog is highly recommended! The Starting Point So, let’s get started. I followed a great “Hello, world!” example from futurice.com to validate my build environment. Beyond that, the first thing I wanted to do was load in my logo and background image I’d use as a “stage” for the remainder of the planned intro. I wasn’t really sure what I was going to do at this point, just that I wanted my logo at the top, and a scrolltext along the bottom row of the screen. As my TNFS site header already looked kinda demoscene-y, I made a quick edit putting in place two blue guide-bars inside which I’d put further content. Memory map courtesy of breakintoprogram.co.uk A Spectrum SCREEN$ file (usually displayed as loading screens) is just a dump of screen memory, starting from byte 16384, and running for 6912 bytes. The weird layout of this is very relevant later, but in order to display it all you need to do is load your file into that memory location. After a few hour’s work of reviewing Speccy internals and following various guides, I had a very simple starting point for my demo that served as the basis for everything else that came after. org $8000 screen EQU $4000 ; address of the first byte of screen memory, 16384 in dec scrlen EQU 6912 ; total length of the screen memory inc. attributes ula EQU $FE ; I/O port for the ULA to control the border black EQU 0 ; Spectrum colour number, the exact same ones BASIC uses start: ld a,black ; Set the border colour to black using the ULA out (ula),a ; Copy my logo header picture to screen memory ld hl,header ; HL = location of my screen file in this code ld de,screen ; DE = start of screen memory ld bc,scrlen ; BC = 6912 bytes to copy ldir ; block copy, see https://jnz.dk/z80/ldir.html ; busy loop - rest of intro goes here :P hold: halt ; sleep until the next interrupt (1/50 second) jr hold ; then jump back and sleep again, for ever header: incbin "assets/header.scr" ; my logo header/background end start Not much to look at now, but this simple starting point introduced me to important concepts like interfacing with the Spectrum’s hardware (ULA chip to start with, and AY sound chip later) via the out instruction, how to pull in binary files using Pasmo’s INCBIN directive, using the Z80’s block copy ldir instruction, the use of register pairs for 16-bit addressing, and simple branching to labels. Hello World The next step was to print something on the screen and explore some of the Speccy’s built-in ROM routines, which are somewhat analagous to syscalls on modern operating systems. There are plenty of disassemblies and guides to the Spectrum ROM available on the internet, one of the best commented and linked one is at https://skoolkid.github.io/rom/. Using this as a reference alongside the various “Hello, world!” tutorials showed me how this sort of thing is built up: at EQU 22 ; "at" control character used to position the cursor row EQU 11 ; coordinates where to print the message col EQU 9 prstring EQU $203C ; where the pr_string routine lives in ROM ld de,msg ; DE = address of the first character ld bc,msglen ; BC = how many characters to print call prstring ; print the lot ; busy loop is the same... msg: db at,row,col ; equivalent of "PRINT AT 11,9" in BASIC db "Hello, world!" msglen EQU $-msg ; 16 bytes in all, pasmo shortcut, $=program counter I ended up mostly not using the ROM routines in my code as they dragged in all sorts of things I didn’t need, but it was massively useful to understand how they worked as they introduced me to yet more commonly-used constructs. For example, the PR_STRING routine defined here shows how you can build a loop over each character. If you’re just starting out, I highly recommend going over the 8 lines in that routine with a notepad and pen, working out the contents of the registers and following the loop constructs. I also made a version of it in asm-editor you can try. If you click that link, you’ll see a version of the code loaded into the web editor. Click “Build”, and then step through the code using the “Step” button - although no text will be actually displayed (I skipped over the call to the Spectrum ROM “restart” vector that does this), you’ll see the various states of the registers and for example the BC register counting down as each byte of the string is processed. Adding Some Style Problem is, the Speccy’s built-in font is not exactly dripping with demoscene credibility. I wanted to use some stylish fonts and this turned out to be super easy - a quick search turned up Jim Blimey’s awesome font collection, which included a ready-to-use set of assembler files and some instructions which soon led me to these additions in my code: ; CHARS is the address the ROM's printing routine reads to find the font. ; Picking our own font is simply a matter of over-writing this chars EQU $5C36 ; from Jim's docs - POKE 23607=5C36 in hex ld hl,myfont-256 ; HL = font address - 256 as per docs ld (chars),hl ; from now on the ROM draws with it! ; rest of code is the same myfont: include "textfont.asm" ; "Cartoon" font from jimblimey.com There we go! Now that’s looking a little more elite. Sorry, I mean 31337. Strap in folks, we’re leaving lamer city… So at this point, a month or so in to my dabblings and I’d started to get a reasonable understanding of common idioms and was starting to feel like this was a project that might actually go somewhere. The problem started when I moved on to trying to implement actual demo effects: It became very apparent, very quickly, just how much I didn’t know about how this all worked. Not to mention the fact that at this level, you’re really closely exposed to the physical hardware intricacies, including the design decisions and trade-offs that the hardware designers had to make when working with the extremely limited specs of the early 1980s. Cursed Screen Layout The first such problem - and the cause of probably 90% of my pain - is the Speccy’s extremely weird screen layout. Rather than standard bitmapped display you might expect on more modern hardware, it is instead split into 3 sections, each with a set of interleaved rows (so if you keep adding 1 to a screen address, eventually instead of reaching the next row, you’ll instead end up 8 rows down, and so on until you hit the bottom of the section and then loop back to the row underneath where you started!) followed by a block of “attribute” bytes which determine the colours of each 8x8 block. The attribute blocks are the reason why each 8x8 character cell can only have two colours (a PAPER and INK attribute) which led to the garish “colour-clash” of spectrum games and distinctive style where artists try to keep inside 8x8 blocks as much as possible. But it was the layout of the bitmap portion that is such a mind twister. Download the video You can see this illustrated whenever a game reads in a loading screen from tape. You can see each section built up with the interleaved rows one at a time, and then finally the colour and other attributes (like flashing ). There’s a lot of detail at the fantastic Break Into Program site. In the defense of the designers, they were working with extremely limited hardware and I don’t think the Speccy was ever imagined as a games machine. When you start shuffling bytes around, you realise that this approach is really optimised for displaying text which is neatly arranged into 8x8 character boundaries. For example, using this “scrambled” bit order, if you have a screen address in the hl register pair, you can quickly get to the next pixel line of a given address by simply incrementing the “high” byte. There’s a bunch of other “cheap moves” you can make by simply shifting bits around: Move Instruction Right 8 pixels inc l Left 8 pixels dec l Down 1 pixel line inc h Up 1 pixel line dec h Down 1 character row add 32 to l It was a reasonable choice for a machine that would probably spend a lot of it’s time displaying BASIC program listings - it’s only when you start trying to write demo or sprite routines that it starts to feel really weird. This also means you’ll pretty quickly need a routine to convert X,Y addresses to the relevant memory addresses. Again, L Break Into Program has a useful routine and if you disassemble more or less any spectrum game or demo, you’ll find a version of this procedure somewhere. And yes, this all became horribly relevant later on… The Scroller Download the video Admittedly, not the most interesting demonstration - but this was the first time I had made something move on the Spectrum’s screen with assembly! I watched this with pride more times than I care to admit :) I had a snazzy logo and “Hello World” text, but that doesn’t make for a very interesting intro! The first effect I wanted was the scrolltext - without that, it’s not really an intro. Now, the Amiga had all kinds of hardware sprites, blitter operations, custom chips but the Spectrum had none of that. I was going to have to work out how to do things the hard way - “banging on the metal”, literally by shifting bits around the screen memory by hand and having the CPU do all the work. This is where understanding the Speccy’s weird screen and character cell layout is so important. It turns out there’s a neat trick as long as I stay inside one character row - there’s a RL instruction, which takes a byte and “rotates” it left. It inserts whatever is in the carry flag into the rightmost bit, and whatever gets shifted out ends up in the carry bit again. That means if you string a bunch of them together, you can move a set of pixels across the screen - the moment they “fall off” one character cell, they end up in the carry flag and then the next rl instruction inserts them at the beginning of the next character cell to the left. Repeat 32 times, and you’ve just moved a pixel (or set of pixels) across a line of the screen: linestart EQU $4880 ; leftmost byte of the line 12 rows down lineend EQU linestart+31 ; rightmost byte column ($489F) linelen EQU 32 ; one whole line is 32 bytes (character cells) across dot EQU %00000001 ; the dot "shape", just one pixel lit at the far right end newdot: ld a,dot ; load the dot shape (only rightmost pixel lit) into a ld (lineend),a ; store it in the rightmost byte of the line, pixel is now lit frame: halt ; wait for the next frame, otherwise it whizzes across too fast to see ld hl,lineend ; hl = last (rightmost) byte of the line ld b,linelen ; loop counter, 32 bytes to work through or a ; trick to clear the carry flag, or against itself leaves a register ; unchanged but clears various bits including the carry flag ; see https://jnz.dk/z80/or_r.html shift: rl (hl) ; rotate this byte left (00000001 -> 00000010) dec hl ; point hl at the next byte to the left djnz shift ; loop construct: b=b-1 and then jump back to shift label until b=0 jr c,newdot ; now we've shifted the whole line, so if the carry flag is set now it means ; the dot has just left the screen, so we jump back to the start jr frame ; otherwise it is still somewhere on the screen, so keep shifting! Download the video Hell yeah. It’s almost a proper scrolltext now! Wrapping this in another loop that increments h each time (remember - that gets us moving down a scanline) gets us moving an entire character cell. Here you can see it moving an entire row of my “Hello world” message. There was however a lot more work needed to make a proper scrolltext, with each letter appearing smoothly. I started off by just printing an entire character at a time on the right-hand edge of the screen - it worked, but was pretty ugly as you saw each new character appear at once in the right-hand side of the screen, scrolling 8 pixels over and then the next character flashed up. Instead, I wanted to make each character appear pixel by pixel and that required a bit more bit juggling. The routine I ended up with effectively streams each character in, line by line, pixel by pixel using the font data directly instead of calling the ROM print character routine. It does this by looking up the ASCII code for a character, and then fetching the corresponding font representation into a 8-byte buffer, one byte for each line of data. The font data starts with the space character (character code 32), so a lookup is simply font code base address + (ascii code - 32) * 8 to get to the bits for that letter. Arranged into an 8x8 grid, the bits for the letter H in the font data look like this. For each row of bits, I shift the line left using a neat trick. The byte is loaded into the a register, and then by adding itself to itself - add a,a we shift the value left (in binary, multiplying by 2 moves everything over one bit) so that the pixel I want to draw ends up dropping into the carry flag. This is an idiomatic way of doing it in Z80 code as it’s faster and smaller than the sla instruction. And every cycle quickly adds up when you’re re-drawing 256 bytes every frame! The character buffer then looks like this, with the top line shifted. Now, with the hl register pair pointing at the correct location on the screen, I can then use the rl trick discussed above. This shifts a scanline from the bottom character row of the screen left by one pixel and draws my pixel in the rightmost position by moving it in from the carry flag. Looping 32 times over this moves the entire row by 1 pixel with my new pixel inserted at the right. I then repeat this step again using inc h to move down one scan line until the entire character column has been drawn. At this point, the character buffer looks like this, and all 8 lines of the bottom screen row have all been shifted left by one bit by looping over all 32 character columns. The whole thing then repeats another 7 times until the entire character has been smoothly scrolled onto the screen. So just to re-state this because I think it’s worth the emphasis - just to scroll a message across the bottom of the screen, we’re having to loop over and re-draw 256 pixels every frame! It shows how much faster assembly is than the BASIC interpreter built into the spectrum’s ROM. I found it amazing to see my code finally working and imagining all the bits flying around and registers flapping away. It really makes me appreciate just how much effort went into creating the games I played back then. Music The original Amiga module I converted. A proper 1980s ear-worm! Of course, any good intro needs some music. On the Amiga, the standard was the “tracker” module format, which has a long and involved history of different forks, versions and tweaks. A song is built up from a series of patterns, each made up of rows of instructions. Each instruction usually includes note or pitch information, which sample to play and various parameters such as volume, effects - or in the case of some instructions, which position in the song to jump to. In many ways, it’s almost like a programming language for music. Using ProTracker as an example, a typical note cell is 4 bytes, shown on-screen as something like C-2 01 C20. That breaks down into three fields: the note and octave (C-2), the sample number (01), and the effect and its parameter (C20 - in this case, “set the volume to $20”, which is half of the maximum $40). A close-up of Protracker playing a tune. Note the VUmeters - another classic demo effect I would pinch later on! For an impressive demonstration of what’s possible with a tracker and to see what the note data looks like on-screen, check out the work of h0ffman, and in particular his winning “Professional Tracker” entry from the Revision 2014 competition. He’s an undisputed master of the science (or art!) of tracking, and his “Secrets of Protracker” talk gives a great overview of what’s possible. The Amiga’s sound hardware far eclipsed anything else on the market at the time, and the ZX Spectrum is paltry by comparison. The original 48K models only offered a rudimentary “beeper”, but the later 128K models included a 3-channel AY-3-8912 sound chip. This was very popular in 8-bit micros of the time, and a more-or-less identical variant was also used in the Atari ST. While it only offers basic waveforms and sound processing, it does enable multi-channel “chip music”, and so it became the mainstay of the ZX Spectrum demoscene. It also spawned a variety of SoundTracker clones on the Spectrum itself, although most musicians these days prefer to work in modern tools like Vortex Tracker II, which runs natively under Windows. The Conversion Pex looking back on his demos - this starts at the point where he features my letter and plays a bit of my cover version! For my intro, I wanted to port an Amiga module - and I had the perfect one in mind. One of my favourite Amiga music disks was “Sounds Of Gnome”, released in 1989 by the Swedish duo “Mahoney & Kaktus”. Mahoney also wrote NoiseTracker, one of the first really widely used trackers on the Amiga, and the program that served as my teenage introduction to making computer music of my own. Back in 2018 I made a rock cover of one of the other tunes on that disk, and wrote to Mahoney (real name “Pex”) about it. He ended up showing my “music video” at a demo conference, which I am eternally grateful for! So it seemed only fitting that I mangle another song from that collection with a Spectrum conversion… Sorry, guys! I picked the track “Milkman” which was written by “Glue Master”, an associate of Mahoney’s who had a few of his tracks featured on the compilation. It’s an ideal track for converting: It’s short (only 7 patterns in total), most of those patterns share the same chord sequence, and it looked fairly easy to squeeze the original 4 channels down into the Spectrum’s 3. Plus, it’s an incredibly catchy tune and I knew it well - I’ve been listening to it for 35+ years and often jam along to it on guitar or bass. The conversion started off pretty easily: all I really had to do was copy the patterns note-for-note from the Amiga mod, which I had open in OpenMPT as my Windows tracker. Below is a session with both trackers open on the same pattern - the original Amiga mod on the left, and my 3-channel Spectrum conversion on the right. Note the 11.7 in the 3rd channel of the Spectrum version. This is a “pitch slide down” effect in Vortex Tracker syntax, which drops the pitch by about a quarter-tone. It’s repeated on the next line, so the overall effect is a slide down from the A# that leads in to the next bass note. The original Amiga mod does the same thing using its own syntax - those are the 202s you can see on the same notes, at the bottom of the 4th track. Using just a single “beep” sound for everything was enough to check everything was working, and after a few weeks of hacking on it and re-arranging things in the evenings, I had a basic version which sounded surprisingly good for a first draft: Download the MP3 instead. I have to give a special mention to this forum post which was a massive help getting me started. It’s probably the best introduction to Vortex Tracker I’ve found - many, many thanks to the original author for taking the time to write it all up! The real challenge was making it sound as close to the original as possible. That meant building up a library of better-sounding samples for the different parts, and making extensive use of Vortex Tracker’s “ornaments”. Vortex Tracker comes with a great selection of sounds, and fortunately I’m also a weirdo who likes to listen to chiptunes in the background while I work! So whenever I found something particularly enticing, I filed it away for later pilfering inspiration. A Vortex Tracker sample isn’t really a “sample” in the Amiga sense of a recorded sound - it’s a definition of how a note sounds, one line per frame. Each line can mix in a tone or the white noise generator (useful for snare effects and suchlike), along with various other parameters. Ornaments, on the other hand, give you extra control over what pitch a note plays - and this enables really useful tricks like “arpeggio chords”. For example, an ornament of 0,4 makes the channel switch rapidly (25 times a second) between the note being played and the one 4 semitones above it. It happens so quickly that it sounds much like two notes played at the same time, which means you can build up full-sounding triad chords using only two channels. Take the opening chord in my fully converted version, Cm: It plays C in the first channel and the minor 3rd (D#) in the second, then I apply an ornament to the second channel to bring it up 4 semitones to the 5th (G). That gives all three notes of the chord, while keeping the 3rd channel free for other parts. As well as making much more efficient use of the limited 3 channels, this also gives Spectrum music that characteristic “warbling” sound, which I find really appealing in a retro kind of way! Between tricks like this and samples that mix tones with white noise (to make a combined “bass-snare” sound, for example), I managed to condense the full track down to 3 channels. Many months later, I have to say I’m really pleased with the final result. Playback The original site that was home to Vortex Tracker, documentation and other resources appears to be offline at the moment. I managed to grab a copy of everything I needed from archive.org - you’ll want the PTxTools.7z file for the playback routines discussed here. The playback was simple in theory: As this overview notes, you basically just pull in the player routine, include your module file and call the playback routine once per frame in your main loop. The catch is, none of the source code versions supplied in the archive worked with my Pasmo assembler. Fortunately, there is a pre-compiled binary object shipped alongside the source (VTII10bG in the PTxTools/PT3Play directory). This just has to be loaded in at address $C000 - this cannot be changed, as it has lots of absolute addresses baked in. My code to handle module playback now looks something like this, with the binary module loaded in place: ; Define the start address of the player routine and functions we need player EQU $C000 ; hard-coded org address of binary player plinit EQU player+3 ; init function in docs, module address in hl plplay EQU player+5 ; play and move on one frame ; from the docs - this "analyzes PT3 module header and prepares ; corresponding note and volume tables" ld hl,moduleimg call plinit ; main loop hold: halt call plplay call scroll ; other effects / routines go here... jr hold moduleimg: incbin "assets/music.pt3" Starfield Download the video Well, that didn’t work as hoped. TNFStro - tortoise edition. This brings me to the main event. No self-respecting cracktro is complete without a starfield! My first, naive approach to the classic starfield effect was to scatter random stars across the screen, then move down each scan-line applying the same rl trick I’d used for the scroll-text. I figured I could get parallax by shifting each row a different amount: One pixel for the first row, two for the second, three for the third, then back to one again, all the way down the screen to give the impression of several “fields” of stars moving at different speeds. It turned out there were two major problems with that approach. Firstly, shifting an entire row smeared whatever else was on it along with the stars - which I’d expected, and had filed away as a problem for future me. The bigger issue was speed: by the time I’d finished the first three rows I’d already performed hundreds of shift operations, and it was nowhere near fast enough to fit inside a single frame. Everything crawled across the screen, and the music playback slowed down so much that you could actually hear the arpeggio ornaments warbling away as separate notes. Clearly I was going to have to keep track of the individual stars instead. I found this routine, which was more-or-less what I had in mind and started me off with the idea of a structure to hold the state of each star. It also uses a screen address lookup much like the one from “Break Into Program”. Download the video Dammit. Back with another funeral dirge rendition :( That got things moving, but the co-ordinate lookup and tracking proved expensive to do (it has to run for every star, every frame as well as keep track of the old position for erasing) and I’d been ignoring the bigger question how to display stuff on top of the starfield. My original idea was simply to draw the stars and then paint text over them each frame, which blew the frame budget just as comprehensively as my first attempt. If I wanted something more interesting than an empty starfield, I’d have to keep track of which cells were occupied by text and avoid drawing stars in them in the first place, rather than over-painting them every time. After lots of scribbling in my notepad and visualising rows of bits, I eventually solved both challenges by “cheating” fairly liberally. So now, I don’t generate a random starfield at all. Instead, I built a table of pre-calculated Y and X position pairs: stdata: defb 109, 25, 88,182, 42, 96, 155,226 defb 59,254, 137,169, 160, 84, 125,193 ; ... and so on, for 32 stars ... This saves faffing about with an RNG, and once I have a layout that looks good I know it’ll always look good. I can also “fudge” things and ensure no two stars share the same y co-ordinate which sidesteps a whole class of problems like stars sharing a scanline, and having to deal with them overtaking each other. The “random” layout is generated by a simple Ruby script: #!/usr/bin/env ruby PAIRS = 32 PER_LINE = 4 # pairs per line Y_RANGE = 40..175 # exclude rows taken up by my logo & bars X_RANGE = 0..255 raise "y range too small" if Y_RANGE.size < PAIRS # no duplicate y values ys = Y_RANGE.to_a.sample(PAIRS) pairs = ys.map { |y| [y, rand(X_RANGE)] } pairs.each_slice(PER_LINE) do |row| body = row.map { |y, x| format('%3d,%3d,', y, x) }.join(' ') puts "defb #{body.chomp(',')}" end When the routine initialises, I convert those co-ordinate pairs into a table that tracks the state of each star. So rather than storing a position and translating it to a screen address every frame, each of my star records now looks like this (offsets from the base address): STSCR EQU 0 ; screen address of the byte the star is in, e.g. $4123 STOCC EQU 2 ; a pointer to the "occupancy check" table cell STMASK EQU 4 ; the star's bit pattern, e.g. %00010000 STSTEP EQU 5 ; "speed" - num. of pixels this star travels per frame The key thing is that there are no X/Y co-ordinates at all. For each star I store the screen byte it sits in and the bit mask within that byte, so it’s already in the form the screen writes need. That means no address conversion per frame, just simple bit shifting and rotation. Moving a star is then dead simple. I rotate its mask left with rlca, and when the bit rotates out of bit 7, it lands back in bit 0 with the carry flag set. That’s the signal I need to move the star one character cell to the left, which is one of the “cheap moves” from earlier. Because I’m tracking which cell each star is in, the collision check comes almost for free. That’s what the second pointer is for: STOCC (Star Occupancy) moves in step with STSCR through a table holding one byte per character cell. The “typewriter” routine sets a byte to 1 for every cell containing a text character or the cursor, so checking whether a star is hidden behind text is a single or instruction. If the cell is occupied, I skip drawing the star but carry on rotating and stepping it along until it reaches a cell where it can be displayed: ld l,(ix+STOCC) ld h,(ix+STOCC+1) ld a,(hl) ; A = the occupancy check for this cell or a ; test A against zero jr nz,stmove ; it's occupied, so leave the screen alone Parallax is still handled by moving each star a different number of pixels per frame, but the cost is a lot lower this time as I’m only touching the cells the stars actually occupy, rather than every byte of every row. Download the video That’s looking more like it! The typewriter routine is a simple copy of the font data from memory, and is very cheap as we can use the “cheap moves” to quickly fetch the 8x8 block. I also skip drawing any space character so it leaves the “occupancy cell” unmarked. This means the stars keep drifting through the gaps in the text - you can see here the odd star passing in between the words. I switched to ALL CAPS writing for the final version which helps the effect even more as the font is quite blocky, so you don’t really notice stars skipping the spaces inside a glyph at all. Misc Notes A few odds and ends that didn’t warrant a section of their own… VU Meters Some sort of graphic display bouncing along with the audio playback was another common early demo trope. I did originally consider a real-time graphic equaliser, but that would have been far too complex, probably in terms of spare cycles per frame, and definitely in terms of my limited mental capacity at this point! So I settled for a simple set of bouncing meter bars instead. It’s worth a mention mostly because it gives me an excuse to link to the awesome chibiakumas website! I just love the late 90s web design on display - one can argue that readability and accessibility take a hit, but it’s just so much fun to encounter a site that still looks like this. It’s a clear labour of love and there’s a wealth of content there as well, if your eyeballs are up to it. Their guide on Making Sound with the AY-3-8910 was what showed me how to get the data I needed to draw the meter bars. The examples write a register number to $FFFD to select a register, and I realised that once a register is selected, I could use the in instruction to read its value back out instead of writing a new one. As the page says, R8, R9 and R10 hold the channel amplitudes, so they feed nicely into the height parameter for drawing a bar. Getting the amplitude for channel A is then as simple as: ld a,8 ; Channel A register call ayread ; ... rest of code here ... ayread: ld bc,$FFFD ; Register select port out (c),a in a,(c) ret Twinkle, Twinkle, Little Star This is a simple effect that makes the header logo a little more interesting. I’m not sure where I originally got the idea - I’ve definitely seen something like it on a few late 80s/early 90s demos, though. All I wanted was to pick random star dots in the logo background and animate them. Here’s the header image loaded in ZXPaintbrush with the character cell grid showing. By happy chance, there are four stars which each sit neatly inside a single character cell with enough surrounding space, so they can be used to give an animated “twinkle” effect by drawing a cross out from the centre point and back in again. These dots map to the following co-ordinates, which target the top scanline of each fully-grown star (two pixels up from the centre): twkdata: defb 1,5 ; char row 0, col 5, centre y=3 ink 5 defb 1,20 ; char row 0, col 20, centre y=3 ink 1 bright defb 26,7 ; char row 3, col 7, centre y=4 ink 4 defb 25,22 ; char row 3, col 22, centre y=3 ink 6 bright The “twinkle” routine itself is simple enough: it adds a pixel on either axis to grow the star, waits a few frames, then shrinks it back down again. The interesting bit was how I made the twinkle order pseudo-random. Remember that my starfield was entirely pre-calculated from a data table generated by a Ruby script, which meant I’d never actually needed a random number generator in assembly. From Jonathan Cauldwell’s “How To Write Spectrum Games” e-book, I found another great “hack” which simply walks through the start of the Spectrum’s ROM, picking out random-looking bytes as it goes. As he says, he uses it in most of his games, and it does the job in a really simple way - as long as you stay below the block of structured, repeating data that sits 8Kb into the ROM. twkrand: push hl ld hl,(twkseed) ld a,h and 31 ; keep it within the first 8k of ROM ld h,a ld a,(hl) ; the "random" byte inc hl ld (twkseed),hl pop hl ret Out Of Space About halfway through writing the intro, I hit a fairly predictable problem: I had run out of memory. In an attempt to keep everything self-contained in one block of code, I was pulling all of the assets (the screen background, the player binary, the music file etc.) into the program itself, and then using the ldir block copy instruction to move each one into its correct location. Since that meant effectively storing every block twice, and the player routine had a hard-coded start address of $C000, I quickly ran out of room and my code started crashing into the playback routine. The simplest option was to split things out into separate code blocks, load each one directly to the address it needed to live at, and wrap the lot in a multi-stage BASIC tape loader: 10 CLEAR 32767 20 BORDER 0: PAPER 0: INK 0: CLS 30 LOAD "" CODE 40 LOAD "" CODE 50 LOAD "" CODE 60 RANDOMIZE USR 32768 This loads the main program, then the player routine directly into $C000, and finally the background screen straight into screen memory. It does mean the background starts appearing before the demo has fully loaded, but as I imagine most people will be seeing this running in an emulator or on my TNFS site, it doesn’t really matter. Plus, at this point I was in danger of disappearing down yet more rabbit holes (I still really want to work out how to do multi-colour border effects!) and I’d never have got this thing released. The Zen Of Z80 This whole project is a really weird one to look back at. On the one hand, I’ve fulfilled a childhood ambition and have something I’m very proud of. It’s also pretty unusual these days to end up with a binary where you can say pretty much what every single byte is doing and the story of how it got there. But on the other hand - I now have an answer for why I don’t code in assembly: It’s because I value (what’s left) of my sanity! The thing is, in order to write code like this you have to start thinking like the machine itself. You have to visualise the registers and the status flags flapping away, graphics as lines of bits slotted into strange orders, loops and conditionals as binary logic and so on. Getting this close to the hardware definitely brought about a greater sense of attachment to the hardware of my childhood, and it’s easy to see why assembly coders and sceners get so passionate about it. That said, I’m in no hurry to start re-writing my body of work in assembly! The projects I really enjoy are those that give me an excuse to learn something for the sheer hell of it, and to slow down a little from the ever-increasing velocity and demands of the modern work world. Going back to Z80 code is probably about the furthest I could have taken this, short of going into hardware hacking. I found it at times an intriguing puzzle, often a frustrating exercise that nearly had me throwing in the towel at several stages. This project has certainly taken the longest to go from the “idea” stage of any given feature to any kind of meaningful output. True, I didn’t spend every day of the last year working on it - my actual coding time was probably only a few hours over a couple of evenings a week. But I’ve certainly been thinking about it and pondering it most days (as my dogs will attest). The biggest breakthroughs and “aha!” moments usually didn’t come from behind the keyboard; they came from scribbles in my notebook and thinking about processor states while doing something unrelated. It has however given me massive appreciation and respect for the coders who pull this stuff off and make it look easy. And that goes double for those kids and bedroom coding superstars who managed all of this back in the 80s, and had to work it all out by experiment themselves. I only managed to get this far because of numerous books, online tutorials, GitHub repositories with sample code, YouTube videos… I can’t imagine how much longer this would have all taken me if the only resources I had were my Spectrum, a cassette tape recorder and a notepad. So, as I draw a line under this project - for now! - I raise a glass, and in the words of h0ffman: “Shout out to the hackers, graphicians and protrackers.”

2 hours ago • 1 votes
CalVer 26.0: 10th Anniversary Edition

A decade ago, a little bit of history was made. I didn't realize it, but a colleague made a great point, one of those real mind-changing points that seem too obvious to admit same-day. But, the next day, calver.org was born. At the time my team maintained the Python infrastructure for eBay and PayPal, and we were stuck deciding whether we were really ready for a "major" 1.0 release. Semantic Versioning was the only game in town and "major" means "big", right?! Thankfully, a wiser colleague mentioned: Ubuntu and Twisted don't struggle with version number debates. They slap a date on it and keep shipping. In fact, their date-based versions were even better because you always knew where it stood, in terms of updatedness and support. The only problem is that no one really knew about it. Somehow, this problem solving versioning alternative, arguably as old as history itself, had gone nameless for millenia, conspiring to make me feel foolish in an office meeting. Never again! Ten years of adoption Fast forward 10 years, we've seen CalVer adopted by Apple, Nvidia, JetBrains, and countless others. (We have a timeline!) The site may have more inbound links than any other project of mine. Apple made the biggest jump, at WWDC 2025: iOS went from 18 to 26 macOS from 15 to 26 watchOS from 11 to 26 and visionOS from 2 to 26 All landing on one, consistent number like a car's model year. I still remember the texts from the Venn diagram fanbase of my friends who love Apple and reasonable versioning. No such texts from when NVIDIA announced calendar versions across the GPU Operator, RAPIDS, and its monthly NGC containers, but still very cool. Open source, too: Home Assistant, pip, CockroachDB, and yt-dlp all ship on dates, with plenty more on the users page. The conversation even reached the language core; PEP 2026 proposed versioning CPython as 3.YY, and it almost happened, too. And it's never too late, time marches on! Fixing the notation But I don't think I got every detail right from day 1. That's the main motivator for CalVer 26. It's high time to start righting a couple idiosyncratic token design choices, starting with some additions: Meaning Before 26.0 26.0 Full year YYYY YYYY Short year (6, 16) YY YY Zero-padded year (06, 16) 0Y 0Y Short month (1 ... 12) MM M Zero-padded month (01 ... 12) 0M 0M Short week (1 ... 52) WW W Zero-padded week (01 ... 52) 0W 0W Short day (1 ... 31) DD D Zero-padded day (01 ... 31) 0D 0D Seeing double First, the doubled letters. From the first version (16.6), MM and DD meant the unpadded month and day, which reads backwards to anyone who knows date formats (ISO 8601's YYYY-MM-DD, Java, moment.js, day.js), as some community members correctly pointed out. I was ready to flip them, until I checked what people actually use: most projects with a YY.MM.MICRO badge (conda, Twisted, Ansible's tooling) don't pad, and more than a dozen other version management tools (like bumpver and bump-my-version) implement the old meaning. So, it's too late to flip MM's meaning. Instead, 26.0 deprecates it and offers a more explicit and hopefully clearer option: M is the short month, 0M the padded one, and MM is a technically-retired synonym for M. In case you're wondering, the explicit 0M was me being overinspired by Ubuntu's approach, perhaps: 6.06 pads its month but not its year, and YY.0M says exactly that. To pad or not to pad I think it's worth a detour into why padding is even a thing anyways. It's become important now that new ecosystems have emerged that enforced SemVer formatting semantics, and I wanted clear guidance about on the spec site. SemVer forbids leading zeros outright, so Cargo rejects 26.04.0 and Go modules reject v26.04.0. Even Python's packaging spec normalizes leading zeros away, so you can tag 2026.08.19 if you want, but PyPI will still show 2026.8.19. NVIDIA's GPU Operator docs put it this way: "Zero padding is omitted for month to be still compatible with semantic versioning." CalVer was always intended to drop in where SemVer was used. So 26.0 recommends unpadded (YYYY.M.D) as a sane "pure" default for software libraries. But libraries are not the only objects of versioning schemes. The exception is a version that becomes a filename, an image tag, or an object-store key that gets listed lexically. There, padding keeps 26.10 sorted after 26.09, which is why Ubuntu, NixOS, and NVIDIA's own NGC containers pad. More evidence of teams designing their versions. We love to see it. Our FAQ has a longer discussion of the padding issue, as well. Optional segments There was never any rule against them, but 26.0 makes optional trailing segments more explicit with square brackets. Now, yt-dlp's scheme can finally be written down: YYYY.0M.0D[.MICRO]. For the CalVer badges I could find on GitHub, they all stay valid for now. I've got a note on the deprecated spellings and a new copy-paste badge section for new ones. What else is new? It's always a great time to add more citations to the site. A spec changelog; the spec now versions itself: 16.6, 19.7, 26.0. A FAQ: breaking changes, same-day releases, and padding. The users page, rebuilt by category, with past users of note (schemes change; that's fine) and tooling. Case studies: Apple and NVIDIA in, yt-dlp replacing youtube-dl. Much of the thinking behind these changes happened in the GitHub issue tracker over the years, and 19 or so issues close with this release. That's where ideas for CalVer should go, so by all means, open an issue, and we'll get it sorted! In due time, of course. In closing, I can't believe I still love belaboring these numbers so much. Thanks to all (but especially Mark, Glyph, Hugo, issue reporters, translators, and maintainers) for the discussion, and ultimately making the most timely versioning system a timeless classic. See also 2016 announcement Designing a version My Yap on Why CalVer beats Semver

yesterday • 1 votes
"You didn't do it right"

Four sincere attempts at OKRs, four failures, and every time: "you didn't do it right." Maybe the framework doesn't fit you -- so how do you find one that does?

yesterday • 1 votes
We solved SQLite's single-writer limitation

Multiple concurrent writers. Multiple processes. Same SQLite. No modifications.

3 days ago • 1 votes
If your team is happy, are you doing a good job?

Brilliant jerks, ZIRP-era managers, and how psychological safety lost the plot. Part 3 of my conversation with Dr. Cat Hicks.

4 days ago • 1 votes
📚 BoredReading

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